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d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home <1>

Introduction
Do you want To Boldly Go Where No-one has Gone
Before?
But you dont want to learn another new set of role-
playing rules.
Do you already understand most of the d20 system?
Then this is the solution youve been waiting for.
This book presents character generation rules for use
in Gene Roddenberrys Star Trek universe, using the
d20 System rules for character generation and
combat.
Based on the Traveller20 adaptation of the d20
System, and its prior-history character background
sequences, this rules supplement will enable you to
create characters from Crewman through to Admiral.
Personal Star Trek equipment is also detailed herein,
allowing your characters to fire their phasers and
scan for life-forms with their tricorders.
With a little common sense these rules can be
applied to all eras of Genes universe, from the pre-
Federation era of Enterprise, through Kirks years
and on to the futures of The Next Generation, Deep
Space Nine, and the odyssey of Voyager along
with all the appropriate movie periods.
Along with other recommended supplements, freely
available on the net, for spaceship construction and
combat, this rules supplement will enable your very
own games to Live Long and Prosper.
Heres hoping you reach your Final Frontier
Mr. Sevarian 20.August.2003
v.0.91 RC9
Even closer to version one.
Have to add Aging tables for all our races a bit of
research necessary, and then well well be done.
<GRIN>
Enjoy Mr.Sevarian 05.December.2003

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home <2>
Index
Introduction.......................................................................................................................................................................................................1
v.0.91 RC9....................................................................................................................................................................................1
Index...................................................................................................................................................................................................................2
Character Generation.......................................................................................................................................................................................5
Species.........................................................................................................................................................................................................5
Alpha Centauran.................................................................5
Andorian...............................................................................5
Bajoran.................................................................................5
Feat: Skill Focus (Craft) (T20).......................................................................................................................................................5
Betazoid...............................................................................5
Bolians.................................................................................5
Borg (Template)...................................................................5
Breen....................................................................................5
Bynar....................................................................................5
Caitian..................................................................................5
Cardassian...........................................................................6
Deltan...................................................................................6
Denobulan............................................................................6
Feat: Hibernation (Denobulan).....................................................................................................................................................6
Edoan...................................................................................6
Efrosian................................................................................6
El-Aurian..............................................................................6
Ferengi.................................................................................6
Founders..............................................................................7
Feat: Shape-Shift (Founder).........................................................................................................................................................7
Feat: Improved Shape-Shift (Founder)........................................................................................................................................7
Gorn......................................................................................7
Grazerites.............................................................................7
Haliian...................................................................................7
Hirogen.................................................................................7
Humans................................................................................7
JemHadar............................................................................7
Feat: Shroud (JemHadar).............................................................................................................................................................7
Feat: Regenerate (JemHadar).....................................................................................................................................................7
Kazon....................................................................................8
Klingon (Imperial)................................................................8
Malon....................................................................................8
Medusans.............................................................................8
Napeans...............................................................................8
Nausicaans..........................................................................8
Ocampa................................................................................8
Orion (Green).......................................................................8
Orion (Grey).........................................................................8
Orion (Red)...........................................................................8
Romulan...............................................................................8
Suliban.................................................................................8
Talaxian................................................................................9
Tellarite.................................................................................9
Trill (host).............................................................................9
Trill (symbiont)....................................................................9
Feat: Previous Lives (Trill Symbiont)..........................................................................................................................................9
Trill (joined)..........................................................................9
Vorta.....................................................................................9
Vulcans.................................................................................9
Feat: Knowledge Focus (Vulcan).................................................................................................................................................9
Feat: Nerve Pinch (Vulcan)...........................................................................................................................................................9
Zakdorn................................................................................9
Homeworld Skills.........................................................................................................................................................................................9
United Federation of Planets.............................................9
Classes.............................................................................................................................................................................................................10
Core Classes..............................................................................................................................................................................................10
Starfleet Service................................................................10
Class Skills...................................................................................................................................................................................10
Prestige Classes........................................................................................................................................................................................10
Starfleet Command Officers (SCo)..................................10
Class Skills...................................................................................................................................................................................10
Feat: Skill Emphasis....................................................................................................................................................................10
Starfleet Engineering (SEn).............................................10
Class Skills...................................................................................................................................................................................10
Feat: Engineering Miracle...........................................................................................................................................................10
Feat: Skill Emphasis....................................................................................................................................................................10
Starfleet Intelligence (SIn)................................................10
Class Skills...................................................................................................................................................................................10
Other Classes for Intelligence Operatives................................................................................................................................10
Starfleet Marines (SMa)....................................................11
Class Skills...................................................................................................................................................................................11
Feat: Improved Initiative (T20)...................................................................................................................................................11

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home <3>
Starfleet Medical (SMe).....................................................11
Class Skills...................................................................................................................................................................................11
Feat: Skill Emphasis....................................................................................................................................................................11
Starfleet Operations (SOp)...............................................11
Class Skills...................................................................................................................................................................................11
Starfleet Sciences (SSc)...................................................11
Class Skills...................................................................................................................................................................................11
Skill Emphasis.............................................................................................................................................................................11
Starfleet Tactical (STa).....................................................12
Class Skills...................................................................................................................................................................................12
Feat: Skill Emphasis....................................................................................................................................................................12
Feat: Improved Initiative (T20)...................................................................................................................................................12
Starfleet Ace Pilot (SAc)...................................................12
Other Classes for Starfleet Personnel............................12
New Skills Chapter..........................................................................................................................................................................................13
d20 Warp Classes & Skills Matrix....................................13
Travellers Handbook Classes & Skills Matrix...............14
Excluded Skills (Traveller20)....................................................................................................................................................................15
T/Gravitics..........................................................................15
Notes on T20 Skills....................................................................................................................................................................................15
K/cascade...........................................................................15
T/Astrogation.....................................................................15
New Skills (d20 Warp)...............................................................................................................................................................................15
T/Holodeck.........................................................................15
T/Impulse............................................................................15
T/Life-Support....................................................................15
T/Replicators.....................................................................15
T/Sensors...........................................................................15
T/Temporal Systems.........................................................15
T/Tractors...........................................................................15
T/Transporters...................................................................15
T/Weapons Systems.........................................................15
Feats.................................................................................................................................................................................................................16
Feat Summary Table.........................................................16
New Generic Feats (d20 Warp).................................................................................................................................................................17
Cold Tolerance..................................................................17
Extraordinary Hearing......................................................17
Extraordinary Vision.........................................................18
Heat Tolerance..................................................................18
Threaten.............................................................................18
Use Tricorder.....................................................................18
Improved Use Tricorder...................................................18
Final Details.....................................................................................................................................................................................................19
Random Height & Weight.........................................................................................................................................................................19
Aging by Race............................................................................................................................................................................................20
Prior-History....................................................................................................................................................................................................21
Misc. Changes from T20...........................................................................................................................................................................21
Benefits..............................................................................21
Education Courses....................................................................................................................................................................................21
Starfleet Academy.............................................................21
Starfleet Graduate.......................................................................................................................................................................21
SF Medical / Med School..................................................21
Nurses...........................................................................................................................................................................................21
Starfleet Doctors/Surgeons........................................................................................................................................................21
Class Prior-History....................................................................................................................................................................................22
Starfleet Career.................................................................22
Enlisted.........................................................................................................................................................................................22
Commissioned.............................................................................................................................................................................22
Cash Benefits...............................................................................................................................................................................22
Material Benefits..........................................................................................................................................................................22
Int 22
Psionics...........................................................................................................................................................................................................23
Psionic Talents..........................................................................................................................................................................................23
Advanced Telempathy......................................................23
Dj Vu...............................................................................23
Feel Pa................................................................................23
Mind Meld...........................................................................23
Premonition.......................................................................23
Reality Check.....................................................................23
Tele-Chronesis..................................................................23
Weapons..........................................................................................................................................................................................................24
Notes on Phasers & Disrupters...............................................................................................................................................................24
Modifying Weapons.....................................................................................................................................................................24
Setting a Weapon to Overload...................................................................................................................................................24
Starfleet Weapons.....................................................................................................................................................................................24
Type I Hand Phaser (TOS)................................................24
Type I Hand Phaser (TNG+)..............................................24
Phase Pistol (Enterprise).................................................24
Type II Hand Phaser (TOS)...............................................24
Type II Hand Phaser (TNG+).............................................24
Type III Phaser Rifle..........................................................24
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home <4>
Type III Compression Phaser Rifle..................................24
Type IV Phaser Rifle..........................................................24
Phaser - Type VIII Phaser Cannon...................................24
Klingon Weapons......................................................................................................................................................................................25
Klingon Disruptor Pistol...................................................25
Klingon Disruptor Rifle.....................................................25
Klingon Melee Weapons...........................................................................................................................................................................25
Batleth...............................................................................25
Mekleth..............................................................................25
Dk tahg..............................................................................25
Klingon Painstick..............................................................25
Weapons of Other Factions......................................................................................................................................................................25
Romulan Disruptor Pistol.................................................25
Cardassian Phaser Pistol.................................................25
Type I (Civilian) Hand Phaser..........................................25
Personal Equipment.......................................................................................................................................................................................25
Tricorder (SF)....................................................................25
Tricorder (SF Engineering)..............................................25
Tricorder (SF Medical)......................................................25
Ships Equipment............................................................................................................................................................................................25
Probes..............................................................................................................................................................................................................25
Class I Sensor Probe.....................................................26
Class II Sensor Probe....................................................26
Class III Sensor Probe...................................................26
Class IV Stellar Encounter Probe.................................26
Class V - Reconnaissance Probe....................................26
Class VI - Comm Relay / Emergency Beacon Probe.....26
Class VII - Remote Culture Study Probe.........................27
Class VIII - Multimission Probe........................................27
Class IX Multi-Mission Probe........................................27
Spaceships......................................................................................................................................................................................................28
Spacedock Indices....................................................................................................................................................................................28
Ship Indices.......................................................................28
References.........................................................................29
Political Codes..................................................................29
Conversion Notes...........................................................................................................................................................................................30
UPP - Universal Personality Profile.........................................................................................................................................................30
Estimating Character Level......................................................................................................................................................................30
Converting Skills & Feats.........................................................................................................................................................................30
Rough Skill/Feat Assignments........................................30
True Skill/Feat Assignments............................................30
d20 Warp Revisions........................................................................................................................................................................................31
v0.91 RC9 05.12.2003..................................................................................................................................................................31
v0.90 RC8 04.12.2003..................................................................................................................................................................31
v0.83 RC6 29.08.2003..................................................................................................................................................................31
v0.82 27.08.2003 (unreleased)....................................................................................................................................................31
v0.81 RC5 27.08.2003..................................................................................................................................................................31
v0.8 RC4 26.08.2003....................................................................................................................................................................31
v0.7 RC3 21.08.2003....................................................................................................................................................................31
v0.6 RC2 20.08.2003....................................................................................................................................................................31
v0.5.0 RC1 20.08.2003.................................................................................................................................................................31
v0.4.0 (alpha) 17.07.2003.............................................................................................................................................................31
v0.3.2 (alpha) 21.05.2003.............................................................................................................................................................31
v0.1e (alpha) 19.03.2003..............................................................................................................................................................31
References.......................................................................................................................................................................................................31
d20 System Core Rules.............................................................................................................................................................................31
d20 Sci-Fi RPG Core Rules.......................................................................................................................................................................31
Starship Construction and Combat.........................................................................................................................................................31
Licenses...........................................................................................................................................................................................................33
Open Game License Version 1.0a............................................................................................................................................................33
The d20 System License Version 4.0....................................................................................................................................................33

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home <5>
4243 +16
Character Generation 4445 +17

Excepting trademarks, trade-names and


graphics, all content of this chapter are OGL. REROLLING
Just about every die roll you make is going to be modified based
If your scores are too low, you may scrap them and roll all six
on your characters abilities. Your ability scores tell you what
scores again.Your scores are considered too low if the sum of
your modifiers are for rolls such as these.Your character has
your modifiers (before adjustments because of race) is 0 or lower,
seven abilities: Strength (abbreviated Str), Dexterity (Dex),
or if your highest score is 13 or lower.
Constitution (Con), Intelligence (Int), Wisdom (Wis), and
Charisma (Cha). Each of your characters above-average abilities
gives you a benefit on certain die rolls, and each below-average
ability gives you a disadvantage on other die rolls. When creating
your character, you roll your scores randomly, assign them to the
THE ABILITIES
abilities as you like, and raise and lower them according to the Each ability partially describes your character and affects some of
characters race. Later, you can increase them as your character his or her actions. The description of each ability includes a list of
advances in experience.. races and creatures along with their average scores in that ability.
(Not every creature has a score in every ability, as youll see
ABILITY SCORES when you look at the lists that follow.) These scores are for an
average, young adult creature of the indicated race or kind. A
To create an ability score for your character, roll four six-sided character probably has better scores, at least in the abilities that
dice (4d6). Disregard the lowest die roll and total the three matter most to that character, and player characters are above
highest ones. The result is a number between 3 (horrible) and 18 average overall.
(tremendous).The average ability score for the typical commoner
is 10 or 11, but your character is not typical. The most common STRENGTH (STR)
ability scores for player characters (PCs) are 12 and 13. (Thats Strength measures your characters muscle and physical power.
right, the average player character is above average.) Make this Strength also limits the amount of equipment your character can
roll six times, recording each result on a piece of paper. Once you carry You apply your characters Strength modifier to: Melee
have six scores, assign each score to one of the six abilities. attack rolls. Damage rolls when using a melee weapon or a
thrown weapon (including a sling). (Exceptions: Off-hand attacks
ABILITY MODIFIERS receive only one half the characters Strength bonus, while two-
Each ability, after changes made because of race, has a modifier handed attacks receive one and a half times the Strength bonus. A
ranging from 5 to +5. Table 11: Ability Modifiers. The Strength penalty, but not a bonus, applies to attacks made with a
modifier is the number you apply to the die roll when your bow that is not a composite bow.) Climb, Jump, and Swim
character tries to do something related to that ability. For checks. These are the skills that have Strength as their key ability.
instance, you apply your characters Strength modifier to your Strength checks (for breaking down doors and the like).
roll when he or she tries to hit someone with a sword. You also
use the modifier with some numbers that arent die rollsfor
example, you apply your characters Dexterity modifier to his or DEXTERITY (DEX)
her Armour Class (AC). A positive modifier is called a bonus,
and a negative modifier is called a penalty. Dexterity measures hand-eye coordination, agility, reflexes, and
balance. You apply your characters Dexterity modifier to:
TABLE 11: ABILITY MODIFIERS Ranged attack rolls,Armour Class (AC), provided that the
Score Modifier
character can react to the attack. Reflex saving throws, attacks
that you can escape by moving quickly. Balance, Escape Artist,
1 5 Hide, Move Silently, Open Lock,Ride,Sleight of Hand, Tumble,
23 -4 and Use Rope checks. These are the skills that have Dexterity as
45 3 their key ability.
67 2 CONSTITUTION (CON)
89 1 Constitution represents your characters health and stamina. A
1011 0 Constitution bonus increases a characters hit points, so the
1213 +1 ability is important for all classes. You apply your characters
Constitution modifier to:Each roll of a Hit Die (though a penalty
1415 +2
can never drop a result below 1that is, a character always gains
1617 +3 at least 1 hit point each time he or she advances in
1819 +4 level).Fortitude saving throws, for resisting poison and similar
2021 +5
threats. Concentration checks.
2223 +6 If a characters Constitution score changes enough to alter his or
her Constitution modifier, the characters hit points also increase
2425 +7
or decrease accordingly.
2627 +8
2829 +9
3031 +10
3233 +11
3435 +12
3637 +13
3839 +14
4041 +15

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home <6>
INTELLIGENCE (INT) Species
Intelligence determines how well your character learns and Alpha Centauran
reasons. Its important for any character who wants to have a
wide assortment of skills. You apply your characters Intelligence
modifier to: The number of languages your character knows at
the start of the game. The number of skill points gained each
level. (But your character always gets at least 1 skill point per
level.) Appraise, Craft, Decipher Script, Disable Device, Forgery,
Knowledge, and Search, checks. These are the skills that have
Intelligence as their key ability. An animal has an Intelligence
score of 1 or 2. A creature of human like intelligence has scores
of at least 3.

WISDOM (WIS)

Wisdom describes a characters willpower, common sense,


perception, and intuition. While Intelligence represents ones
ability to analyze information, Wisdom represents being in tune The Alpha Centuarian race is a matriarchal (female dominated)
with and aware of ones surroundings. An absent minded society, the result of a history filled with turbulence and
professor has low Wisdom and high Intelligence. A simpleton destruction. Today, the Alpha Centaurians are a full fledged star
(low Intelligence) might still have great insight (high Wisdom). If faring race, and there home world Culden-Fery is one of the most
you want your character to have acute senses, put a high score in beautiful planets in known space. In many ways, modern Alpha
Wisdom. Every creature has a Wisdom score. You apply your Centaurians are the most politically conservative of the
characters Wisdom modifier to: Will saving throws Heal, Listen, Federation member races, whose representatives are fervent
Profession, Sense Motive, Spot, and Survival checks. These are supporters of a constantly strengthened star fleet, and who are
the skills that have Wisdom as their key ability. often the first to call for the use of force to further the ends of the
Federation. Certainly the most militaristic, Alpha Centaurians
believe that constant vigilance is the key to interstellar peace and
security. Not as outgoing as humans however, Alpha Centaurians
CHARISMA (CHA) (commonly referred to as AC's) concentrate on ensuring the
safety of Culden-Feyr and the surrounding colonies as well as the
Charisma measures a characters force of personality, Federation itself. Still, exploration does interest the occasional
persuasiveness, personal magnetism, ability to lead, and physical citizen. Alpha Centuarians, while possesing at best average
attractiveness. This ability represents actual strength of physical and technological abilities do excel in the areas of
personality, not merely how one is perceived by others in a social leadership and diplomacy. There charisma and moral character is
setting. Charisma is most important. Every creature has a highly regarded throughout the Federation. In a pure social
Charisma score. You apply your characters Charisma modifier background however, Alpha Centaurians are not prone to
to: Bluff, Diplomacy, Disguise, Gather Information, Handle emotional relationships. Due to the unique history and culture of
Animal,Intimidate, Perform, and Use Magic Device checks. the Alpha Centaurian race, males generally do not (nor do they
These are the skills that have Charisma as their key ability. wish to) pursue careers in such organizations as Star Fleet or the
Checks that represent an attempt to influence others. government. Alpha Centaurians are an integral part of the
Federation and shall continue to be so far into the future.
Outwardly they are almost identical to Humans, and there is little
doubt that the two races share recent common ancestry. General
motor response in Alpha Centaurians is markedly higher than in
humans however. An increased rate and degree of myelinization
of the brain stem and CNS from birth seems to be the cause.

Centauri species traits


DEX +2, CHA -2, PSI 1d4-1
Medium: As Medium creatures, Centauri have no special
bonuses or penalties due to their size.
Centauri base land speed is 30 feet.
1 extra feat at 1st level, because Centauri are quick to master
specialized tasks and varied in their talents.
4 extra skill points at 1st level and 1 extra skill point at each
additional level, since Centauri are versatile and capable. (The 4
skill points at 1st level are added on as a bonus, not multiplied
in.)
Automatic Language: Federation Common, Centauri. Bonus
Languages: Any (other than secret languages, ).

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home <7>
Andorian During mid-summer, a temperature reading of -28 is not
uncommon.

Andorian species traits


CON +2, WIS -2, PSI 1d4-1
Medium: As Medium creatures, Andorians have no special
bonuses or penalties due to their size.
Andorian base land speed is 30 feet.
Because of the environment on their world Andorians gain a +4
bonus on Fortitude saves against extreme cold, as well as cold
resistance 5.
Andorians have very sensitive antennae which give them a +2
racial bonus on Listen, Search, and Spot checks.
Automatic Language: Federation Common, Andorian. Bonus
Languages: Any (other than secret languages, ).
Keth Names: Ghorev, Endilev, Idrani, Claness, Aniri, Kor, Raioth, Hrisvalar
Andorians are a militaristic warrior race. This is underscored
Male Names: Akeen, Thalev, Akoval, Sorjei
by the fact their weapons have no stun setting. Service in the
Andorian Imperial Guard is considered honourable, and
military ranks have a great influence on social reputations. Female Names: Jaylas, Imaru
Andorians never fight without reason and deplore
dishonesty, but they are capable of duplicity. Andorians
consider their race to be deeply emotional and passionate, Bajoran
even violent; they aren't known for their charity and have
few sympathies, but they place a high value on family.
As might be assumed on a planet where weather conditions
are severe and predators abound, Andorians evolved a clan-
based (Keth, plural Kethni) social structure which even in
modern times has not been discarded. The largest 300 kethni
form the ruling council of the Andorian people, and clans
come and go under strict rules. A keth is ruled by an atlolla,
best translated as 'chieftain', and in modern times tend to fall
as much along lines of social and cultural interests as
bloodline. kethni do interrelate and intermarry.
The Andorian dueling code, as well as any ritual duel itself,
is known as the ushaan. Duels are fought traditionally on
white linens over ice floors, so that blood can be seen clearly
and the duel ended at the appropriate time. Starfleet
regulations allow Andorian officers and enlisted men to
participate in duels -- anyone who takes part in the ushaan is The Bajorans (also known by their native name, "Bajora") are a
considered a suicide if death occurs as the result. The humanoid species native to the planet Bajor in the Alpha
ushaan is fought with only the duelists, between three and Quadrant. The Bajorans have one of the oldest and richest
five supposedly neutral representatives of the governing cultures in the quadrant, though in recent history they have
body or appropriate law enforcement agency at hand, and suffered greatly at the hands of the Cardassian Union. With their
two professional 'recorders' of the duel. Starfleet regulations liberation from the Cardassians and the discovery of the Bajoran
state that the Commanding Officer of any Starfleet ship or wormhole, the Bajorans are taking a new place as major players
installation is considered one of the 'judges' of the duel, on the interstellar stage.
regardless of his or her race and ignorance of the code of
ushaan; by tradition, the CO should choose at least one Bajorans resemble Humans in appearance, and are distinguished
neutral Andorian to stand as one of the judges, as well. by a series of four to seven horizontal creases across their noses.
The Bajoran heart is mirrored along a horizontal axis, unlike the
The moon of a ringed gas giant, Andoria is the capital world of Human heart, which is mirrored along a vertical axis. A puncture
the Andorian Empire, one of the founding members of the United in the lower ventricle of the heart will cause instantaneous death.
Federation of Planets and home to the Andorians and the Aenar. Bajoran women gestate for only five months, forming an intricate
Andoria is inhabited by the blue skinned Andorian species of network of blood vessels between the mother and the foetus.
Humanoids, and the Aenar, a subspecies of the Andorians. There During the pregnancy, Bajoran women are frequently afflicted by
was contact between the two sentient species on Andoria in the bouts of uncontrollable sneezing.
distant past, but eventually contact was lost and both species only
vaguely remembered the other in myths and stories. It wasn't until Bajoran species traits
around 2154 that contact was re-established between the
Andorians and the Aenar. Andoria is an ice world, with a human- PSI 3d6
breathable oxygen-nitrogen atmosphere. Andorian cities are Medium: As Medium creatures, Bajorans have no special
underground and take their energy from geothermal activity. The bonuses or penalties due to their size.
cities are connected to each other by thousands of kilometres of
Bajoran base land speed is 30 feet.
tunnels.
Because of the time spent under the Cardassian occupation
Only during rare heat waves will the temperature on Andoria rise Bajorans have developed extremely strong wills therefore they
above freezing, and even then only for a few weeks at a time. receive a +2 bonus on all Will saving throws.

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home <8>
Most Bajorans will attack a cardassian on sight and they are Medium: As Medium creatures, Betazoids have no special
treated as a racial enemy. When in combat a Bajoran recieves a bonuses or penalties due to their size.
+1 Attack Bonus vs Cardassians Betazed base land speed is 30 feet.
Some Bajorans have a spiritual sense: Psi DC 22 to see if the Betazoids gain a +2 bonus to gather information checks
character has this ability.
Psi Talent: Empathy,Telepathy
Psi Talent: Feel Pagh
+1 level adjustment
Automatic Language: Federation Common, Bajoran. Bonus
Languages: Any (other than secret languages, ). Automatic Language: Federation Common, Betazed. Bonus
Languages: Any (other than secret languages, ).
Some example Betazoid names are provided below:
Bajorans have their family-names precede their given names.
Some example Bajoran names are provided below: Family Names: Elbrun, Grax, Hagen, Morganth, Stadi, Suder.
Male Names: Andrus, Lon, Reittan, Tam, Talloc.
Family Names: Kira, Wynn, Dakin, Tahlandi, Havaris, Ro Female Names: Azuma, Deanna, Jemma, Kestra, Lwaxana,
Male Names: Kusto, Rann, Jerrod Yaxara

Female Names: Jiasha, Nua, Nerys, Laren

Bolians
Betazoid

The Bolians are a humanoid species native to the planet Bolarus


IX. They are members of the United Federation of Planets.
Bolian individuals tend to be highly outspoken, most often when
The Betazoids are a telepathic Humanoid civilization originating it is not requested.
from the planet Betazed, and are members of the United Bolians are distinctively known for a bifurcating (cartilaginous)
Federation of Planets. ridge running vertically along the center of the head and face, and
Betazed has enjoyed a relatively untroubled history for the last half-way down their chest. Skin color ranges from blue-gray to
few centuries. This peaceful existence came to a halt in 2374, vivid blue, and is occasionally accented with dark blue bands on
when the Dominion invaded and occupied the planet. It is their head although. Bolian males are completely bald and are on
probable that the Dominion occupation ceased after the end of the average, as tall as, but less physically fit than, the average Human
Dominion War. male. Bolian females are sometimes completely bald, and
sometimes have hair. Male Bolians are known to wear toupees on
Externally, Betazoids are physically indistinguishable from occasion.
Humans in every aspect but one, the irises of their eyes are
completely black. They can even cross-breed with Humans, along In addition to the ridge on their heads, they are also noted for
with other humanoid races like Klingons and Tavnians. Betazoids having cartilaginous lining on their tongues that allows them to
have a gestation period of ten months. Betazoids reach rapid eye consume foods not normally palatable by other Federation races,
movement (REM) sleep at a different frequency from other including strong acids. One such example of traditional Bolian
humanoids. cuisine is the consumption of meat that had been allowed to
partially decay.
In mid-life, Betazoid females undergo a physiological change
known as The Phase during which their sex drive increases by When removed from the body, Bolian blood is blue in colour.
a factor of four or more. The chemistry of their blood is very different from that of other
species, especially Vulcans. If a blood transfusion is given from a
Mature Betazoids can also suffer from Zhanti Fever, which Vulcan to a Bolian it will result in the death of the Bolian. There
causes them to lose control over the projective aspect of their are instances, however, when artificial blood is unavailable; when
empathy. That can result in people around them acting as if they this occurs, existing blood cells must be genetically altered for
had experienced the same general emotional state as the affected inter-species transfusions to be successful. Intimate relations
Betazoid, though they are directed by their own subconscious between Bolians and humans typically cause adverse effects to
desires, fears, and other emotions. the latter, which might include fatigue, nausea, and joint
inflammation.
Betazed species traits
Con-2, Cha +2, PSI 2d6+6 Bolian species traits
DEX +2, Cha +2, PSI 1d4+1

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home <9>
Medium: As Medium creatures, Bolians have no special bonuses holding onto grudges and perceived insults, Caitians are trained
or penalties due to their size. from birth to avoid committing violent acts. Their societal right
Bolian base land speed is 30 feet. of passage is an oath to forswearing violence, taken at age 12.
Caitians capable of violence are rare, most being sociopathic or
Because of their unique physiology Bolians receive a +2 bonus criminally insane.
on all Fortitude saving throws.
There are few Caitians who are both sane and capable of willful
Hard-working and strictly regimented, Bolians are always violence, though most Caitians would debate their sanity, and are
seeking knowledge because of this they receive a +2 bonus on all either all-but or fully outcast from Caitian society. While they
research checks dont hold their standards to other species, many Caitians are
Automatic Language: Federation Common, Bolian. Bonus uncomfortable with all things military. They have had difficulties
Languages: Any (other than secret languages, ). in relations with particularly warlike species, such as Klingons
and Cardassians. In the Federation Senate, Caitian Senators are
Some example Bolian names are provided below: among the first to call for negotiations and peaceful resolution.
Last Names: Adislo, Caeli, Haro, Mot, Parrin, Rixx, Taneko, As Cait is a Federation member, Caitians are known to serve in
Tannekar, Tuk, Darax, Vaxx, Baxx Starfleet and on the Federation Council, and were present as
Male Names: Zipok, Darz, Daro, Hars, Korvin, Kot, Morin, Mot, members in 2286.
Rim, Sef, Gwi'on, Dorin
Female Names: Alba, Darzana, Halora, Mitena, Syldra, Vado
Caitian species traits
Bolians from the largest continent, Rasara, take only a single, +4 Dexterity, +2 Charisma, PSI 1d4-1
family name; other Bolians take two names. Bolians generally Medium: As Medium creatures, Caitians have no special bonuses
only use their family names in casual dealings (excluding or penalties due to their size.
Starfleet officers). A Caitian's base land speed is 40 feet.
Low-Light Vision: Caitians can see twice as far as a human in
Caitian starlight, moonlight, torchlight, and similar conditions of poor
illumination. They retain the ability to distinguish color and
detail under these conditions.
Racial Skills: Caitians have a +2 racial bonus on Listen and
Move Silently checks because of their sharp senses.
+1 natural armor bonus.
Automatic Languages: Federation Common, Caitian. Bonus
Languages: Any (other than secret languages, ).

Deltan

The Caitians are a humanoid species hailing from the planet


Cait. The feline appearance of Caitians includes long manes and a
tail. Caitians tend to vary in color from brown to black, and speak
in a soft purring voice.
Caitians live in close family groups, with attachments to larger
clans. While Caitians speak a single planetary tongue, different
regions have different dialects, and naming customs. The most
common system is one name, usually all soft consonants. (et,
Mrinn) though some Caits use a three name system
(Lrrthannrr).. The Deltans are a humanoid species originating from the planet
Delta IV. They are members of the United Federation of Planets.
Caitians tend to take great pride in their appearance. Cleanliness,
well styled mane, groomed tail, fashionable dress, and perfectly Deltans are identified by their fair skin and bald scalps. They
maintained claws are all very important. Failure to do so is seen have pain-relieving abilities that manifest during tactile contact. .
as an act of self mutilation. Caitians traditionally greet each other Deltans believe Humans to be a sexually immature species.
by clasping their hands and extending their claws to just touch Because of their high sexuality, Deltans must swear an oath of
each others wrist it is a sign of the great trust they have for celibacy upon entering service in Starfleet, as a promise not to
each other. As mentioned above well maintained claws are take advantage of any fellow crew member.
important in Caitian society, and to even think of using them to The Deltan species is as old as the Vulcans or the Romulans. The
harm another being is beyond most Caitians. Deltan people have evolved a 'three dimensional' appreciation of
Cities on Cait are spread out and moderately developed, or built emotion, which goes far beyond the normal 'two-dimensional'
downward so as to have less affect on the environment. experience of humans, for example. Humans can feel their own
Xenophobia is almost non-existent, the main cause for emotional state, and can understand and empathise with line-of-
intolerance being violence. Caitians are almost clinically sight humans by reading their body language. Humans can then
pacifists. While often quite proud, and more than capable of counsel or comfort each other to change and improve the moods

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 10 >
of others. Deltans, by contrast, have a much more sophisticated have had contact with Humanity since at least 2151, and one of
emotional biochemistry. A Deltan can read body language like a their number worked with Earth's Starfleet in that year.
book, and understand their own emotions and reason for their Denobulans can be identified by the characteristic bone ridges on
current emotion perfectly. In addition, Deltans possess a complex their face. They tend to be a friendly and outgoing people,
pheromonal and telempathic systems which allow them the curious about the world around them and especially interested in
abilities to read the emotional state of others, and transmit their the customs and habits of the alien species they meet.
own, in an 'emotional conversation' across a room. Line-of-sight
Denobulans are typically polygamous, where a man typically has
is not necessary, and Deltans can read emotions even in races
three wives, who each have three husbands. This creates
which suppress them, such as Vulcans. This telempathy can give
extremely large extended families; Phlox had 720 familial
an accurate, measureable rating of a person's emotional state, but
relationships, 42 with romantic possibilities. In addition,
cannot understand the thoughts or reason for the emotional state.
Denobulan marriages are not exclusive, and married Denobulans
(E.g. someone can be fearful, distressed and anxious, but you
can be intimate with anyone they choose. The females emit
cannot tell if they committed the recent murder).
powerful pheromones during their mating season. Male
Denobulans often become combative during this time, and mating
Deltan pheromones and psi abilities are present from birth. The
can require medical supervision. Denobulans typically prefer to
child and parents bond through the exchanges of pheromones and
be amongst large groups and find solitude uncomfortable.
telempathic experiences as much as they do through verbalising.
However, Denobulans, at least males, are uncomfortable being
The bond between a Deltan mother and her child is said to be
touched by persons they are not intimate with.
second to none. A Deltan mother can be fiercely protective of her
child. Deltan pheromones produce emotional responses in other Amongst Denobulans, it is considered healthy for a person to
Deltans and other races. The full array of emotions can be hallucinate, as it is seen as a harmless way to release nervous
produced including arousal, fear and anger. Even emotionally- energy.
restraining races such as Vulcans register the effects of these
pheromones, but exercise their control over their responses and Denobulan species traits
do not outwardly display changes in their emotional state around CON +2, Cha +2, PSI 1d4-1
Deltans. Deltans can use their pheromones and telempathic
Medium: As Medium creatures, Denobulans have no special
abilities to arouse or calm others. As a Deltan matures, so their
bonuses or penalties due to their size.
control over these abilities becomes more refined and precise. It
is because of the effects of Deltan pheromones on other races that Denobulan base land speed is 30 feet.
most non-Deltans are not allowed to visit Delta IV and are
Hibernation; Once a year (minimum), or on demand, a
limited to visiting one of the two moons. Deltans develop their
Denobulan may slow their metabolism to a near-death-like state
telempathy from before birth - hence mother/child bond is the
of hibernation. This effect takes an hour of concentration to
strongest. The pheromones come to full maturity around 11 - 15
prepare and lasts for 1d4+2 days. Natural revival from the
years age. Gestation period for a Deltan is around 10 - 11 months.
hibernating state takes 1+1d4 hours. Only a hormonal chemical
injection can prematurely disturb the hibernation process, which
Deltan species traits subsequently takes the character about half the time to return to
a normal fully awake state.
CON -2, WIS +2, CHA +4, PSI 3d6
Automatic Languages: Federation Common, Denobulan. Bonus
Medium: As Medium creatures, Deltans have no special bonuses Languages: Any (other than secret languages, ).
or penalties due to their size.
Deltan base land speed is 30 feet. Edosian
Because of their natural prodution of Pheromones Deltans
receive a +4 bonus on all Bluff, Diplomacy, Handle Animal, and
Intimidate checks made against creatures within 30 feet of them.

Psi Talent: empathy, Telempathy, Empathic Transfer


+1 level adustment
Automatic Languages: Federation Common, Deltan. Bonus
Languages: Any (other than secret languages, ).

Denobulan

Edosians are a slightly more recent addition to the Federation.


They walk upright and are tripedal, possessing three arms and
three legs and three fingers on each hand. Edoans are among the
best tool makers in the Federation, due to their sensitive hands
and great dexterity. They are very meticulous about detail, and
make good scientists and technicians.
Edosians are a long-lived species, with lifespans stretching
centuries. Elder Edosians will lapse into a death-like state every
twenty-five years, then molt their skins and re-emerge in what is
called the Rebirth.
The Edosian home world, Edos, is class-M, in a system with a
The Denobulans are a humanoid species from the planet few small terrestrial planets, and no gas giants. Edosians are very
Denobula. in the Denobula Triaxia system. The Denobulans
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 11 >
reserved, and prize privacy. They tend to be very shy and Efros ice age. Unfortunately, this has been a subject of
introverted, and make few close attachments. speculation and some Tellarites believe child-sacrifice and ritual
murder are common religious practices. This guarded secrecy
very much remains in place in the 24th century.
Edosian species traits
STR -2, DEX +4, PSI 1d4-1 The Efrosians do not have a written language. Although
Medium: As Medium creatures, Edosians have no special introduced to the concept by other civilisations, the Efrosian
bonuses or penalties due to their size. culture is still based on memorising oral history, with libraries
resembling other worlds' music archives. Furthermore, the
Edosian base land speed is 30 feet. Efrosian language is music based, which is more common among
Because they have more than two arms, Edosians gain a +4 aquatic species than mammalian humanoids
bonus on Climb checks and grapple checks. For the purposes of Efrosians lack the concept of monogamy found in many other
combat, the extra arm is treated as a off hand (that is, you humanoid cultures.
still have only one primary hand).
Efrosians prefer to specialize in one area of expertise.
Edosians gain a +3 bonus on all craft, pilot, and repair checks
Automatic Languages: Federation Common, Edosian. Bonus Efrosian species traits
Languages: Any (other than secret languages, ). STR +2, DEX -2 CON +2 PSI 1d4-1
Medium: As Medium creatures, Efrosians have no special
Efrosian bonuses or penalties due to their size.
Efrosian base land speed is 30 feet.
Because of the environment on their world Efrosians gain a +4
bonus on Fortitude saves against extreme cold, as well as cold
resistance 5.
Efrosians have damage reduction 5 vs physical attacks
Due to their uncanny sense of direction Efrosians receive a +5 to
all navigation checks and survival checks to avoid being lost
low light vision; Efrosians can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of poor
illumination. They retain the ability to distinguish color and
detail under these conditions. Unfortunately under normal
Terran lighting conditions Efrosians suffer a -4 to all Search, and
Efrosians are a species of humanoid native to the planet Efros, or Spot checks and a -2 to AC unless special glasses are worn. This
Efros Delta. is the result of an adaptation to the blinding snowstorms often
Efrosians are very similar in appearance to Humans save for a found on Efros.
slight cranial ridge and a copper skin complexion. Their faces .Automatic Languages: Federation Common, Efrosian. Bonus
contain fatty deposits inherited from their primitive ancestors Languages: Any (other than secret languages, ).
neglecting to cover their faces in the harsh cold of the planet and
their skeletal structures are heavily reinforced giving greater
protection to their internal organs than seen in humans. Males Grazerites
tend to have white or blonde hair while females usually have
black or dark brown hair. Efrosians see in different wavelengths
of light than humans sometimes forcing them to wear a type of
special mechanical glasses when on Earth or similar planets.
Efrosians have an uncanny sense of direction. This is believed to
have originated as a survival mechanism to deal with their world's
often blinding snowstorms. As a result, Efrosians are often sought
out as navigators.
Efrosian culture is the result of living on the harsh, frozen world
of Efros for generations. Both technological and social
development were minimal during the millennia-long ice age that
ravaged the planet. Close-knit tribes based on a warrior code very
similar to the Terran code of Bushido formed out of a need for
survival. These tribes eventually coalesced into twelve great
feudal kingdoms who constantly vied for resources, territory, and The Grazerites are humanoid members of the Federation. Their
prestige. The Chereos, Zatain, Paratan, Karoon, and Houtan were facial features include a pronounced, deeply furrowed brow and a
the most prominent of these ruling families. This form of bovine snout. A layer of fine, downy fur covers their hide-thick
government continued until first contact was made with the skin. Two slightly curving horns, which may reach 10
federation after which the Efrosians formed a planet wide centimeters in length, crown the Grazerite skull. In the early
democratic republic. To this day, however, the Efrosians still give 2370s, fashion called for a tight-fitting cloth cowl to cover the
much reverence to the 12 royal families and their warrior code. horns.
Unlike the rest of their culture; which they are very open about. The Grazerites are a passive, peaceable race. Research indicates
All that is known about the faith common to all Efrosians is that they have evolved from herbivorous herd animals, and as such
it is non-traditional and mystical. Nothing else is known because are completely non-violent. They require little rest, and loathe
Efrosians refuse to discuss the matter with outsiders, except to indolence of any form, yet they are deeply contemplative, making
mention that their religion is what enabled them to withstand the them excellent mediators and counsellors. The Grazerites are

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 12 >
skilled diplomats also, for they are easy to agree with others, and Medium: As Medium creatures, Haliianss have no special
they gain their greatest pleasure from negotiating peace and bonuses or penalties due to their size.
ending conflict.
Hallian base land speed is 30 feet.
Haliians gain a +2 bonus on all Handle Animal checks and Ride
Grazerite species traits checks.

DEX -2, WIS+2, CHA +2, PSI 1d4-1 Hallians can detect opponents by sense of smell, generally within
30 feet. If the opponent is upwind, the range is 60 feet. If it is
Medium: As Medium creatures, Grazerites have no special downwind, the range is 15 feet. Strong scents, such as smoke or
bonuses or penalties due to their size. rotting garbage, can be detected at twice the ranges noted above.
Grazerite base land speed is 30 feet. Overpowering scents can be detected at three times these ranges.

Grazerites receive a a +2 bonus on all Listen and Spot checks. The Halian detects another creatures presence but not its
specific location. Noting the direction of the scent is a move
Grazerites gain a +2 bonus on all Bluff, Diplomacy , and Gather action. If it moves within 5 feet of the scents source, the Haliian
Information checks. can pinpoint that source.
After initiative is rolled but before they take their first action in Psionic Talent:empathy
combat,a Grazerite must make a Will saving throw (DC 15). If
you fail the Will save, they are shaken for the rest of the Automatic Languages: Federation Common, Haliian. Bonus
encounter, taking a 2 penalty on attack rolls, saving throws, and Languages: Any (other than secret languages, ).
skill checks. If the save succeeds, they overcome their moment of
fear and negate the ill effects. Humans
gore attack; If forced a Grazerite may use their horns in a gore
attack that deals 1d6 bludgeoning damage . If they get multiple
attacks in a round, they can gore multiple times. Their horns are
treated as natural weapons and do not provoke attacks of
opportunity.
Automatic Languages: Federation Common, Grazerite. Bonus
Languages: Any (other than secret languages, ).

Haliian

Humans (Homo sapiens) are one of two known spacefaring,


intelligent species to have originated from the planet Earth (the
other was the Voth). As the Latin word for their homeworld is
"Terra", Humans are sometimes referred to as Terrans. (This
usage is consistent in the Mirror Universe.) Occasionally the term
Terran is used to distinguish Humans living on Earth from those
resident on colonies on other planets. Some people use the term
"Terran" to refer to subjects or institutions associated with
Humanity ( Terran, Terran literature, Terran art, etc).
A founding member of the United Federation of Planets,
Humans of Earth became Warp-capable in 2063, which was the
same year they experienced first official contact with an alien
species, the Vulcans.
The Haliians are a race from Halii and are Federation members.
Externally, they are distinguished by the fact that their foreheads By the 24th century, Human society had changed from what it was
have a slight bulge above each eyebrow. They also have a for most of recorded history. On Earth, hunger,war, disease,
distinctive crevice between the brows, on the bridge of the nose. famine, and poverty have largely been eliminated. The
acquisition of wealth is no longer the primary driving force in the
The Haliians are a telepathic species, although they are limited to lives of many Humans. A great deal of emphasis is placed on the
person to person empathy. A special crystal called a canar, when importance of continued societal and self-growth. Thanks to the
held by an Haliian, has the potential to greatly increase their non-currency based New World Economy and the development
telepathic abilities and allow them to 'bond' with others and share of replicators, material needs are largely satisfied. Although
their thoughts. One of their holidays is the Batarael, at which a money is no longer used by Humans within the Federation, they
traditional song called the Horath is sung. do use gold-pressed latinum and other forms of currency (such as
Haliian culture is mostly agrarian with only a few major cities. Bajoran litas and credits) in places where it is still needed, such
as Quark's. The idea behind not using money is that Humans
work to better themselves and the rest of Humanity.
It must be noted that all of this more specifically applies to
Humans within the Sol system, as many Earth colonies are
Haliian species traits known to have developed vast cultural differences from other
DEX +2, CON+2, CHA +2, PSI 2d6+3 Humans and some have even fallen into chaos, most notably
Turkana IV.

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 13 >
While achieving warp capability in 2063, there were human at each additional level,(The 4 skill points at 1st level are added
populations on other planets prior to this. In these cases, they on as a bonus, not multiplied in.)
would usually have been brought there by alien species, who had Once a Napean finds their calling they usually excel in that
traveled to Earth. For instance, Native Americans had been area. Choose a skill. You get a +3 bonus on all checks involving
transplanted on Amerind by an unknown alien race called the that skill.
Preservers some time in the 19th century. In 2268, they still lived
as hunters and gatherers. Captain Kirk was adopted into one of PSI Talent: empathy
the tribes of Amerind as the god Kirok. Automatic Languages: Federation Common, Napean. Bonus
Languages: Any (other than secret languages, ).
Human species traits
PSI 1d6-3
Tellarite
Medium: As Medium creatures, Humans have no special bonuses
or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level, because humans are quick to master
specialized tasks and varied in their talents.
4 extra skill points at 1st level and 1 extra skill point at each
additional level, since humans are versatile and capable. (The 4
skill points at 1st level are added on as a bonus, not multiplied
in.)

Automatic Languages: Federation Common, regional tounge,


Spanglish. Bonus Languages: Any (other than secret
languages, ).

Napeans
Tellarites are stocky humanoids. While their mean height is
approximately 150 cm, their mass is often half again what a
normal human of that height would be. Tellarites are covered
with a small but tough layer of wool-like matting over most of
their body, and their hands feature four stubby fingers. Both male
and female Tellarites serve in Star Fleet, although male enlistees
do outnumber females three-to-one. The Tellarites are a hardy
race, owing to the great abundance of calcium and other heavy
minerals that comprise their make up (resulting in the "Telis_ root
of their Federation name). Tellarite bone and cartilage structures
are much more massive than their Human counterparts, resulting
in a much greater physical strength and innate resistance to bodily
damage.On average, Tellarites are shorter than Humans. They
find human room temperature to be cold, indicative of a higher
body temperature.
Tellarites are known to be an impatient people. They are also
A race of partially empathic humanoids from Napea II. The known for their "stubborn pride". They have a propensity toward
Napeans are members of the Federation but take little interest in
strong emotion. However, they enjoy a good argument, which is
the rest of the galaxy. The Napeans are physically very similar to even considered a sport on Tellar. Tellarites often begin an
Terrans and Betazoids excepting their having a large, leaf-shaped
interaction with a series of complaints; this is how they start
forehead ridge. Genetic analysis leads to the supposition that the arguments with someone they have recently met. If they have
Napean race is a transplanted cross between the two races, yet
nothing to complain about they will simply insult the person.
just different enough to be detected. Most Napeans do not bother Because of their ability to argue, Tellarites make excellent
to use or cultivate their Psi skills, as their training techniques can
politicians. They Became charter members of the federation in
take years for what Betazoids and Vulcans learn in weeks. Those 2161.
that perfect their Empathic and limited Telepathic skills serve
professionally in Napean culture. Tellarites are shrewd buisnessmen, perhaps even on the same
level as the Ferengi. Their continued and virtually undenied
Napeans are fascinated by other cultures and it is for this reason
contacts with the Orion Pirate Cartels, however, has not served
that most Napeans join starfleet.
them well in the halls of the Federation High Council Chambers.
(This is particularly true with the Andorians, who hold a
significant and unabiding dislike for the rough Tellarites.) Still,
Napean species traits the Tellarites' natural adeptness with mechanical devices has put
CON +2, INT +2, PSI 2d4+3 them in high demand in engineering labs and shipyards
throughout the Federation, and beyond.
Medium: As Medium creatures, Napeans have no special bonuses
or penalties due to their size.
Napean base land speed is 30 feet.
Like Humans Napeans are very versatile and capable therefore
they receive 4 extra skill points at 1st level and 1 extra skill point

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 14 >
Tellarite species traits In contrast to the greater revelation of their nature, the Trill are
not a secretive species. To them, the joined nature of their culture
STR+2,CON +2, CHA -2 PSI 1d4-1 is normal and not something they would think to comment on
Medium: As Medium creatures, Tellarites have no special without prompting. Indeed, joined Trill can be seen as
bonuses or penalties due to their size. particularly genial and many have served the Federation as
distinguished ambassadors, including Odan and Dax.
Tellarite base land speed is 20 feet.
Tellarites have Damage reduction 5 vs physical attacks Trill society regards a joining with a symbiont as a very high
honor. The Trill Symbiosis Commission has been the only Trill
Tellarites receive a +2 racial bonus to bluff, diplomacy, government agency mentioned frequently, an indication of its
intimidate, and sense motive checks. powerful influence. The commission was set up to determine
Tellarites have Darkvision to 60' which Trill could receive the honor of joining, and tended to the
medical needs of the symbionts. Trill hosts are selected only after
the Tellarites' natural adeptness with mechanical devices earns rigorous training as an initiate under the close scrutiny of the
them a +2 bonus on all Computer Use checks and Repair checks. Symbiosis trainers. Everyone was led to believe that only a few
Automatic Languages: Federation Common, Tellarite. Bonus Trills are capable of hosting a symbiont, but Jadzia Dax and
Languages: Any (other than secret languages, ). Benjamin Sisko uncovered evidence that proved this not to be the
case. A doctor within the Committee admitted that while over
half of the Trill population is eligible for joining, this truth could
Trill never be made public. If the truth got out, the symbionts would
become a marketable item instead of the priceless preserver of
experience it is.

Trill don't look for romance the way Humans do. They consider it
quite a nuisance and view it as a weakness of the young.
Although a Trill host may have romantic feelings on occasion, it
is the symbiont's wish to live on a higher plane and to try to rise
above those sorts of temptations. Trill law forbids reassociation
between subsequent hosts of joined persons who were
romantically involved. Trill who are found guilty of reassociation
are expelled from Trill society, and their symbionts die with their
current host. The Trill are a technologically advanced species and
the Trill Science Ministry is a leading center of learning and
experimentation
For the purpose of this game it is assumed that all Trill are
joined Trill as Starfleet has a huge pool of candidates and only
accepts the Cream of the Crop.

Trill Species traits


The Trill are a humanoid species native to the planet Trill. A INT+3, WIS +2, CHA +2, PSI 1d8
small percentage of the Trill population co-exists with a sentient Medium: As Medium creatures, Trill have no special bonuses or
symbiotic organism known as a symbiont inside their bodies. penalties due to their size.
The resulting joined Trill have personalities which are a synthesis
Trill base land speed is 30 feet.
of the two beings including the memories, and to some extent the
personalties, of the previous hosts of the symbiont. This way, the Because they are an advanced species ( even by Federation
joined being gains all the skills and occupations of the previous standards) all Trill receive a +3 bonus to knowledge(physical
hosts. As late as 2367, the fact that some Trill exist as a joined sciences) and knowledge ( Technology) checks.
symbiotic species was widely unknown, even to Federation Trill receive a +2 bonus to diplomacy checks.
scientists. Once joined, the host and symbiont are dependent on
each other. If the symbiont is removed the host will die, even if Because the symbionts live far longer than the hosts and act as a
they are otherwise healthy. The symbiont will die within hours if repository for the previous hosts memories Trill receive an
not transplanted to another host. additional +2 to all skill checks.
Automatic Languages: Federation Common, Trill. Bonus
Despite the relatively unusual nature of being a joined species,
Languages: Any (other than secret languages, ).
that aspect of their culture was widely unknown until 2367, when
the Odan symbiont had to be given a new host during the middle
of tense negotiations on Peliar Zel. Such a public example of the
dual nature of the Trill brought to the forefront what had
previously been a very private matter to Trill for several
millennia.
Most Trill are distinguished by two rows of spots going down
each side of their body, from forehead to toe. One of the main
neurotransmitters in the Trill brain is isoboramine. Joined Trill
are also extremely allergic to insect bites; the biochemical
connections between the host and symbiont can not tolerate the
reaction caused by the insect's venom. One Trill peculiarity is that
they are known for having cold hands. The few Trill that are
given a symbiont are typically joined in their early to mid-
twenties. The physical process of being joined is irreversible.
The Trill Homeworld

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 15 >
Vulcans
The brain
Perhaps the most interesting aspect of the Vulcan physiology is
the brain. The Vulcan brain has been described as "a puzzle,
wrapped inside an enigma, housed inside a cranium." This has
some basis in fact, as the Vulcan brain is composed of many
layers. It is in direct control of most of the bodily functions,
acting as a control unit for many organs. Despite this, a Vulcan
body from which the brain has been removed is capable of
functioning and even walking around (albeit in a zombie-like
state) with a portable life support system. Unlike most humanoid
brains, traumatic memories are not only psychologically
disturbing to Vulcans, but have physical consequences as well.
The Vulcan brain, in reordering neural pathways, can literally
lobotomize itself. Vulcans have learned to gain conscious control
of many of these functions, allowing them to regulate their bodies
to a high degree by simple will power. When injured a Vulcan
can go into a trance-like state, using this ability to concentrate all
of his or her energy onto repairing the injury. This trance can be
self-induced and give the physical appearance of near-death. It is
Vulcans (also known as "Vulcanians") are a humanoid species similar, in principle, to Vulcan neuropressure techniques which
widely known for their logical minds and stoical natures. The can be used to relax the mind and body. The substance trellium-D
Vulcan homeworld is the planet Vulcan. As a civilization, acts as a neurotoxin to Vulcans, destroying the neural pathways
Vulcans are instrumentally responsible for the founding of the which control their emotions. Treatment must be provided
United Federation of Planets. quickly after exposure, otherwise the damage is irreversible. Of
course, the most famous aspect of the Vulcan brain is the inherent
Externally, Vulcans are generally similar to Humans, the chief telepathic abilities, such as the Vulcan mind meld. Vulcans are
exceptions being the Vulcans' notably arched and upswept natural touch-telepaths. Though considerable training is required
eyebrows and distinguished external ear structure, the top of to utilize this ability to the fullest (this would be performing the
which tapers into a clearly defined point. Most Vulcans have fal-tor-pan), simpler contacts don't require any concentration,
straight, glossy dark brown or, more commonly, black hair and training or even conscious knowledge of the act. Stronger minds
pale skin with a very subtle greenish tinge, much as the skin of are capable of non-contact telepathic projection and scanning,
Humans of European descent has a very subtle reddish/pinkish usually over short distances, but sometimes even over interstellar
tinge. However, some Vulcans, including Tuvok, have brown distances. Another psionic ability of the Vulcan race is the
skin, tightly coiled black hair, and physiognomic features similar telepathic suggestion/compulsion, consciously performed by
to those found in Humans of African descent. Others share Spock, Sybok, Tuvok, and T'Pol, and unconsciously performed
physiognomic features similar to those found in Humans of East by Sarek. Although Vulcans do not, typically, allow themselves
Asian descent. However, most Vulcans have a vaguely Eurasian to experience uncontrolled strong emotions, they may sense them
appearance. Vulcans have body hair similar to Humans, and in others. Besides the Trill, who achieve this through the
some males can be very hirsute. Vulcan males are also capable of Zhian'tara ritual, Vulcans are the only other known humanoid
growing facial hair (as evidenced by Sybok and both Spock and race capable of performing a synaptic pattern displacement, or the
Soval in the mirror universe), but rarely do so. transfer of one individual's consciousness into another. Similar
In contrast to their external similarities, Vulcan internal anatomy feats were also performed by the people of Sargon's planet,Janice
differs radically from that of Humans. For instance, their heart is Lester, Dr. Ira Graves, Rao Vantika and Tiera, though they used
where a Human's liver would normally be, and beats several technology instead of psionic abilities to achieve it. Some
hundred times per minute. They also have no appendix . Vulcan Vulcans have also demonstrated the ability known as telekinesis
blood is copper-based and is copper- or rust-colored when The psycho-suppression system responsible for the Vulcan
deoxygenated in the veins and green when oxygenated in the suppression of emotions is located in the mesiofrontal cortex.
arteries. Bruises and dermal abrasions therefore take on a green Approximately every seven years, adult Vulcans must endure pon
color. Vulcans possess a highly efficient respiratory system to farr, the Vulcan mating period. It is marked by intense emotions
extract the oxygen they need from Vulcan's thin atmosphere. and primal urges (known as plak tow, or "blood fever") that can
They are most comfortable in high temperatures, which is natural kill the Vulcan if not satisfied. Physiological symptoms include
given the hot, arid climate of their homeworld. The Vulcan elevated dopamine levels and fever. For such an orderly society
digestive tract is highly adaptable. Although alien foods, notably of quiet sobriety,the madness which accompanies the outbreak of
Human food, will occasionally disagree with a Vulcan, given pon farr is an unavoidable evil.
time, their body will eventually adapt to the alien food. Vulcan
hearing is very sensitive. Vulcan females possess a heightened
Vulcan Species traits
sense of smell. Having evolved on a planet which is mostly STR+4, CON +2, INT +2,CHA -5, PSI 2d6+6
desert, Vulcans have developed ways of surviving in desert Medium: As Medium creatures, vulcans have no special bonuses
conditions. For example, they can survive for several days or penalties due to their size.
without water and have inner eyelids which protect their eyes.
Vulcans have a superior metabolism to Humans. Caffeine and Vulcan base land speed is 30 feet.
sapotoxins have little effect on them They are also capable of +2 level adjustment
surviving for long durations without food or sleep. Under stress,
Because of their amazing mental discipline Vulcans receive a
Vulcans can do without sleep for weeks. Vulcans are on average
three times physically stronger than humans. One weakness of +2 Species bonus on all Knowledge checks.
the Vulcans is their inability to metabolize nitrous oxide. After Vulcans also have senses sharper than Humans and receive a
only a few minutes of exposure to the gas, a Vulcan will pass out.
+2 to Listen and Spot checks.
Vulcans typically have a lifespan of 200 years or more.
Because of the planetary conditions on Vulcan Vulcans gain a

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 16 >
+4 bonus on Survival checks and a +4 bonus on Constitution They were one of the many species that attended the biennial
checks against starvation and thirst as well as a +4 bonus on Trade Agreements Conference held on Betazed in 2366.
Fortitude saves against extreme heat, and fire resistance 5.
They operate the Starfleet Surplus Depot in orbit of Qualor II.
Vulcans have special attack known as the nerve pinch. To execute
this attack they must first make an unarmed attack against a
living creature. If the attack succeeds, the target takes no damage
Zakdorn Species traits
but must succeed on a Fortitude save (DC 10 + one-half the STR-2, CON -2, INT +2,WIS +2, PSI 1d6
Vulcan character's level + his Strength modifier) or be paralysed
Medium: As Medium creatures, Zakdorn have no special bonuses
for 1d4+1 rounds. If the targets attack of opportunity hits you
or penalties due to their size.
and deals damage, the nerve pinch automatically fails.
Zakdorn base land speed is 30 feet.
Special: This ability does not work on creatures without nervous
systems or discernible anatomies, such as plants. Being natural strategists when in command of any small to
medium sized unit ( whether it be ships or men) Zakdorn add
PSI TALENT: Body Adjustment,Empathy ( note Vulcans are not their CHA bonus to that unit's ATTK and DEF.
a adept with this skill as other races, such as the Betazoid, and
must make a spot check before any information is received.) In the same manner Zakdorn subtract their INT bonus from the
Suggestion,Mind Meld enemies chances to hit their unit by anticipating their attacks.

Automatic Languages: Federation Common, Vulcan. Bonus Because of their unusual confidence in their abilities Zakdorn
Languages: Any (other than secret languages, ). add +3 to allied creatures morale.
Zakdorn are never caught flat footed

Automatic Languages: Federation Common, Zakdorn. Bonus


Languages: Any (other than secret languages, ).

Vulcan at dawn

Zakdorn

The Zakdorn are a race native to the Alpha or Beta Quadrent.


Zakdorn are humanoids with pouches of thick, fibrous tissue on
their cheeks. They have three pouches per cheek. USS Enterprise
XCV-330
For nine millenia, they were regarded by potential foes as having
the greatest innately strategic minds in the galaxy. As a people,
the Zakdorn were generally replete with self-assuredness and
overconfidence. They were members of the United Federation of
Planets by the 2360s.
In 2365, the master strategist Sirna Kolrami visited the
Enterprise-D to serve as observer and mediator during a war
games exercise in the Braslota system.

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 17 >
Map of the United Federation of
Planets, and it's neighbors.
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 18 >
class. Numbers after a slash indicate additional attacks at reduced
Classes bonuses: +12/+7/+2 means three attacks per
Excepting trademarks, trade-names and round, with an attack bonus of +12 for the first attack, +7 for the
graphics, all content of this chapter are OGL. second, and +2 for the third. Any modifiers on attack rolls apply
to all these attacks normally, but bonuses do not grant extra
attacks. If a character has more than one class ( the base attack
bonuses for each class are cumulative.
Table 31: Base Save and Base Attack Bonuses
Class Base save Base save Base attack Base attack Base attack
level bonus (good) Bonus(poor) Bonus( good) Bonus( average) Bonus(poor)

1st +2 +0 +1 +0 +0

nd
2 +3 +0 +2 +1 +1

rd
3 +3 +1 +3 +2 +1

th
4 +4 +1 +4 +3 +2

th
5 +4 +1 +5 +3 +2
Basic Class 6th
+5 +2 +6/+1 +4 +3
In d20 warp there are only two Basic Classes and
7th +5 +2 +7/+2 +5 +3
they are the Starfleet Acadamy Graduate and
Starfleet Enlisted. The reason for this is simple, this 8th +6 +2 +8/+3 +6/+1 +4
is where a Starfleet character's career begins. As he 9th +6 +3 +9/+4 +6/+1 +4
gains experience in Starfleet he may go back to the
Academy for advanced classes or learn from those 10th +7 +3 +10/+5 +7/+2 +5

above him in service time and rank. This is reflected 11 th


+7 +3 +11/+6/+1 +8/+3 +5
by adding additional classes ( multi-classing) or
gaining new feats and skills
th
12 +8 +4 +12/+7/+2 +9/+4 +6/+1

th
13 +8 +4 +13/+8/+3 +9/+4 +6/+1

th
14 +9 +4 +14/+9/+4 +10/+5 +7/+2

15th +9 +5 +15/+10/+5 +11/+6/+1 +7/+2

16th +10 +5 +16/+11/+6/ +12/+7/+2 +8/+3


+1

17th +10 +5 +17/+12/+7/ +12/+7/+2 +8/+3


THE MULTICLASS CHARACTER +2

As your character advances in level, he or she may add new 18th +11 +6 +18/+13/+8/ +13/+8/+3 +9/+4
+3
classes. Adding a new class gives the character a broader range of
abilities, but all advancement in the new class is at the expense of 19th +11 +6 +19/+14/+9/ +14/+9/+4 +9/+4
advancement in the characters other class or classes. Rules for +4

creating and advancing multiclass characters can be found at the 20th +12 +6 +20/+15/+10/ +15/+10/+5 +10/+5
end of this chapter. +5

CLASS AND LEVEL


BONUSES LEVEL-DEPENDENT
An attack roll, saving throw, or skill check is a combination of
three numbers, each representing a different factor: a random
BENEFITS
factor (the number you roll on a d20), a number representing the In addition to attack bonuses and saving throw bonuses, all
characters innate abilities (the ability modifier), and a bonus characters gain other benefits from advancing in level. Table 32:
representing the characters experience and training. This third Experience and Level-Dependent Benefits summarizes these
factor depends, either directly or indirectly, on the characters additional benefits.
class and level. and Base Attack Bonuses (see below) summarizes XP: This column on Table 32 shows the experience point total
the figures for this third factor when it applies to base save
needed to attain a given character levelthat is, the total of all
bonuses and base attack bonuses. Base Save Bonus: The two
the characters level in classes. (A characters level in a class is
numbers given in this column on Table 31 apply to saving
called his or her class level.) For any character (including a
throws. Whether a character uses the first (good) bonus or the
multiclass one), XP determines overall character level, not
second (poor) bonus depends on his or her class and the type of
individual class levels.
saving throw being attempted. See each classs description to find
out which bonus applies to which category of saves. If a character Class Skill Max Ranks: The maximum number of ranks a
has more than one class the base save bonuses for each class are character can have in a class skill is equal to his or her character
cumulative. Base Attack Bonus: On an attack roll, apply the level + 3. A class skill is a skill frequently associated with a
bonus from the appropriate column on Table 31 according to the particular classfor example, Class skills are given in each class
class to which the character belongs. Whether a character uses the description in this chapter
first (good) base attack bonus, the second (average) base attack Cross-Class Skill Max Ranks: For cross-class skills (skills not
bonus, or the third (poor) base attack bonus depends on his or her associated with a characters class), the maximum number of

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 19 >
ranks a character can have is one-half the maximum for a class or she attains a new character level (see Table 32: Experience
skill. The half ranks () indicated on Table 32 dont improve and Level-Dependent Benefits, page 22).
skill checks. They simply represent partial purchase of the next Advancing a Level: When your characters XP total reaches at
skill rank and indicate the character is training to improve that least the minimum XP needed for a new character level (see
skill. Table 32), he or she goes up a level. Going up a level
Feats: Every character gains one feat at 1st level and another at provides the character with several immediate benefits (see
every level divisible by three (3rd, 6th, 9th, 12th, 15th, and 18th below). A character can advance only one level at a time. If, for
level). These feats are in addition to any bonus feats granted as some extraordinary reason, a characters XP reward from a single
class features (see the class descriptions later in this chapter) and adventure would be enough to advance two or more levels at
the bonus feat granted to all humans. once, he or she instead advances one level and gains just enough
Ability Increases: Upon attaining any level divisible by four XP to be 1 XP short of the next level. Any excess experience
(4th, 8th, 12th, 16th, and 20th level), a character increases one of points are not retained.
his or her ability scores by 1 point. The player chooses which Training and Practice: Characters spend time between
ability score to improve. For example, a sorcerer with a starting adventures training, studying, or otherwise practicing their skills.
Charisma of 16 might increase this to 17 at 4th level. At 8th level, This work consolidates what they learn on adventures and keeps
the same character might increase his Charisma score again (from them in top form. If, for some reason, a character cant practice or
17 to 18) or could choose to improve some other ability instead. train for an extended time, the DM may reduce XP awards or
The ability improvement is permanent. even cause the character to lose experience points.
LEVEL ADVANCEMENT
Table 3-2 experience and level dependent benefits
Each character class description includes a table that shows how
Character XP Class skill Cross-class Feats Ability score the class features and statistics increase as a member of that class
level max rank skill max increases
rank advances in level. When your character attains a new level, make
these changes.
1st 0 4 2 1st -
1. Choose Class: A basic character has only one class, and when
2nd
1,000 5 2 - - he or she attains a new level, it is a new level in that class. If your
character has more than one class or wants to acquire a new class,
3rd 3,000 6 3 2nd -
you choose which class goes up one level. The other class or
4th
6,000 7 3 - 1st classes stay at the previous level.

5th 10,000 8 4 - -
2. Base Attack Bonus: If your characters base attack bonus
changes, record it on your character sheet.
6th 15,000 9 4 3rd -
3. Base Save Bonuses: Like base attack bonuses, base save
7th 21,000 10 5 - - bonuses improve at varying rates as characters increase in level.
Check your characters base save bonuses for the class that has
8th 28,000 11 5 - 2nd advanced in level to see if any of them have increased by 1. Some
9th 36,000 12 6 4th -
base save bonuses increase at every even-numbered level; others
increase at every level divisible by three.
10th 45,000 13 6 - -
4. Ability Score: If your character has just attained 4th, 8th, 12th,
11 th
55,000 14 7 - - 16th, or 20th character level, choose one of his or her ability
scores and raise it by 1 point. (Its okay for a score to go above
12th 66,000 15 7 5th 3rd 18.) Its the overall character level, not the class level, that counts
13th 78,000 16 8 - -
for this adjustment. If your characters Constitution modifier
increases by 1 add +1 to his or her hit point total for every
14 th
91,000 17 8 - - character level below the one just attained. For example, if you
raise your characters Constitution from 11 to 12 at 4th level, he
15th 105,000 18 9 6th -
or she gets +3 hit points (one each for 1st, 2nd, and 3rd levels).
16th 120,000 19 9 - 4th Add these points before rolling for hit points (the next step).
17th 136,000 20 10 - -
5. Hit Points: Roll a Hit Die, add your characters Constitution
modifier, and add the total roll to his or her hit points. Even if the
18th 153,000 21 10 7th - character has a Constitution penalty and the roll was so low as to
yield a result of 0 or fewer hit points, always add at least 1 hip
19th 171,000 22 11 - -
point upon gaining a new level.
th
20 190,000 23 11 - 5th
6. Skill Points: Each character gains skill points to spend on
skills as detailed in the appropriate class description. For class
skills, each skill point buys 1 rank, and a characters maximum
For multiclass characters, feats and ability score increases are rank in the skill is his or her character level +3. For cross-class
gained according to character level, not class level skills, each skill point only buys 1/2 rank, and the maximum rank
in the skill is one half that of a class skill (dont round up or
down). See Table 32: Experience and Level-Dependent
EXPERIENCE AND LEVELS Benefits, If you have been maxing out a skill (putting as many
skill points into it as possible), you dont have to worry about
Experience points (XP) measure how much your character has calculating your maximum rank with it. At each new level, you
learned and how much he or she has grown in personal power. can always assign 1 skill pointand just 1to any skill that
Your character earns XP by defeating opponents. The GM youre maxing out. (If its a cross-class skill, this point buys 1/2
assigns XP to the characters at the end of each adventure based rank.) Remember that you buy skills based on the class you have
on what they have accomplished. Characters accumulate XP from advanced in, so that only those skills given as class skills for that
one adventure to another. When a character earns enough XP, he class can be purchased as class skills for this level, regardless of
what other classes you may have levels in. Your characters
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 20 >
Intelligence modifier affects the number of skill points he or she same class more than once, even if this would allow him or her to
gets at each level (see Table 11: Ability Modifiers and Bonus select different class features.) The GM may restrict the choices
Spells, page 8). This rule represents an intelligent characters available based on the way he or she handles classes, skills,
ability to learn faster over time. Use your characters current experience, and training. For instance, the character may need to
Intelligence score, including all permanent changes (such as find a tutor to teach him or her the ways of the new class.
inherent bonuses, ability drains, or an Intelligence increase gained Additionally, the DM may require the player to declare what
at step 4, above) but not any temporary changes (such as class the character is working on before he or she makes the
ability damage, or enhancement bonuses ), to determine jump to the next level, so the character has time to practice new
the number of skill points you gain. skills. The character gains the 1st-level base attack bonuses, base
save bonuses, class skills, weapon proficiency, armor and shield
7. Feats: Upon attaining 3rd level and at every third level proficiencies, spells, and other class features of the new class, hit
thereafter (6th, 9th, 12th, 15th, and 18th level), the character points of the appropriate Hit Die type, and the new classs
gains one feat of your choice . The character must meet any number of skill points gained at each additional level (not that
prerequisites for that feat in order to select it. As with ability number 4, as is the case for a 1st level character). Picking up a
score increases, it is the overall character level, not the class new class is not exactly the same as starting a character in that
level, that determines when a character gets a new feat. class. Some of the benefits a 1st-level character gains (such as
8. Class Features: Check your characters class description in four times the usual number of skill points) represent the
this chapter for any new capabilities your character may receive. advantage of training while the character was young and fresh,
Many characters gain special attacks or new special powers as with lots of time to practice. When picking up a new class, a
they advance in levels. character does not receive the following starting bonuses given to
characters who begin their careers in that class:
MULTICLASS CHARACTERS Maximum hit points from the first Hit Die.
A character may add new classes as he or she progresses in level, Quadruple the per-level skill points.
thus becoming a multiclass character. The class abilities from a
characters different classes combine to determine a multiclass
ADVANCING A LEVEL
characters overall abilities. Multiclassing improves a characters A multiclass character who attains a new level either increases
versatility at the expense of focus. one of his or her current class levels by one or picks up a new
class at 1st level. When a multiclass character advances a level in
CLASS AND LEVEL FEATURES a current class, he or she gets all the standard benefits that a
As a general rule, the abilities of a multiclass character are the character normally receives for attaining that level in that class:
sum of the abilities of each of the characters classes. more hit points, possible bonuses on attack rolls, Armor Class
and saving throws (depending on the class and the new level),
Level: Character level is a characters total number of levels. It
possible new class features (as defined by the class), possible new
is used to determine when feats and ability score boosts are
spells, and new skill points. Skill points are spent according to the
gained, as noted on Table 32: Experience and Level-Dependent
class that the multiclass character just advanced in Skills are
Benefits Class level is a characters level in a particular class.
purchased at the cost appropriate for that class.
For a character whose levels are all in the same class, character
level and class level are the same.
Hit Points: A character gains hit points from each class as his or
her class level increases, adding the new hit points to the previous
total.
Base Attack Bonus: Add the base attack bonuses acquired for
each class to get the characters base attack bonus. A resulting
value of +6 or higher provides the character with multiple attacks.
Find the characters base attack bonus on Table 31: Base Save
and Base Attack Bonuses (page 22) to see how many additional
attacks the character gets and at what bonuses.
Saving Throws: Add the base save bonuses for each class
together.
Skills: If a skill is a class skill for any of a multiclass characters
classes, then character level determines a skills maximum rank.
(The maximum rank for a class skill is 3 + character level.) If a
skill is not a class skill for any of a multiclass characters classes,
the maximum rank for that skill is one-half the maximum for a
class skill. Some class features dont work well with the skills or
class features of other classes.
Feats: A multiclass character gains a feat every three character
levels, regardless of individual class level (see Table 32:
Experience and Level Dependent Benefits, page 22).
Ability Increases: A multiclass character increases one ability Enterprise
score by 1 point every four character levels, regardless of NX-01
individual class level (see Table 32: Experience and Level
Dependent Benefits,)..
ADDING A SECOND CLASS
When a character with one class gains a level, he or she may
choose to increase the level of his or her current class or pick up a
new class at 1st level. (A character cant gain 1st level in the

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 21 >
Class Table
This table details how a character improves as he or she attains
higher levels in the class. It includes the following information.
Level: The characters level in the class.
Base Attack Bonus: The characters base attack bonus and
number of attacks.
Fort Save: The base save bonus for Fortitude saving throws.
The characters Constitution modifier also applies.
Ref Save: The base save bonus for Reflex saving throws. The
characters Dexterity modifier also applies.
Will Save: The base save bonus for Will saving throws. The
characters Wisdom modifier also applies.
Class Features: Level-dependent class features, each explained
in the section that follows.
Defense Bonus: The characters bonus to Defense. The
characters Dexterity modifier and equipment bonus also applies.

Class Features
Class Descriptions This entry details special characteristics of the class, including
bonus feats and unique talents, that are gained as a character
Ability attains higher levels in the class.

This entry tells which ability is typically associated with that Talents
class. Every basic class offers a selection of talents to choose from. A
character gains a talent upon attaining each odd-numbered level
Hit Die in a class (including 1st level). Talents are considered to be
extraordinary abilities. Some talents have prerequisites that must
The die type used by characters of the class to determine the
be met before a character can select them.
number of hit points gained per level.
A player rolls one die of the given type each time his or her Bonus Feats
character gains a new level. The characters Constitution modifier
is applied to the roll. Add the result to the characters hit point Every basic class offers a selection of bonus feats to choose from.
total. Even if the result is 0 or lower, the character always gains at A character gains a bonus feat upon attaining each even-
least 1 hit point. A 1st-level character gets the maximum hit numbered level in a class. These bonus feats are in addition to the
points rather than rolling (although the Constitution modifier is feats that all characters receive as they attain new levels. Some
still applied). feats have prerequisites that must be met before a character can
select them.
Action Points
The number of action points gained per level. Starfleet Academy Graduate

Class Skills
This section of a class description provides a list of class skills
and also gives the number of skill points the character starts with
at 1st level and the number of skill points gained each level
thereafter. A characters Intelligence modifier is applied to
determine the total skill points gained each level (but always at
least 1 point per level, even for a character with an Intelligence
penalty).
A 1st-level character starts with 4 times the number of skill points
he or she receives upon attaining each level beyond 1st. The
maximum ranks a character can have in a class skill is the This class is exactly what it's name implies. A new officer fresh
characters level +3. out of Starfleet Academy ready to take on the universe. New
A character can also buy skills from other classes skill lists. Each academy graduates usually fill the lower tiers of any department
skill point buys a half rank in these cross-class skills, and a on a starship and this is also generally their first cruise. Each
character can only buy up to half the maximum ranks of a class academy graduate will have specialised in one area while they
skill. were at Starfleet Academy and this is where they will be assigned
on their first cruise
Starting Feats Officer Rank: Starfleet Academy Graduate.
The feats gained at 1st level in the class. Ability: Intelligence
Hit Die: 1d6

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 22 >
Action Points: starfleet graduates gain a number of action points Computer Use, Craft (any single skill), Decipher Script,
equal to 5 + one-half their character level, rounded down, at 1st Demolitions, Disable Device, Forgery, Investigate, Knowledge
level and every time they attain a new level in this class. (any single skill), Navigate, Repair, Research, Search.
Class Skills: The starfleet graduate's class skills (and the key Linguist: With this talent, the graduate becomes a master
ability for each skill) are: Computer Use (Int), Craft (chemical, linguist. Whenever the officer encounters a new language, either
electronic, mechanical, pharmaceutical, structural, visual art, spoken or written, that he or she does not know the graduate can
writing) (Int), Decipher Script (Int), Demolitions (Int), Disable make an Intelligence check to determine if he or she can
Device (Int), Forgery (Int), Investigate (Int), Knowledge (arcane understand it. The check is made with a bonus equal to the
lore, art, behavioral sciences, business, civics, current events, graduate's level. For a written language, the bonus applies to a
earth and life sciences, history, physical sciences, popular Decipher Script check instead.
culture, streetwise, tactics, technology, theology and philosophy)
The DC for the check depends on the situation: DC 15 if the
(Int), Navigate (Int), Profession (Wis), Read/Write Language
language is in the same group as a language the hero has as a
(none), Repair (Int), Research (Int), Search (Int), and Speak
Read/Write Language or Speak Language skill; DC 20 if the
Language (none).
language is unrelated to any other languages the character
knows; and DC 25 if the language is ancient or unique. With this
special ability, a graduate can glean enough meaning from a
Skill Points at 1st Level: (9 + Int modifier) x4.
conversation or document to ascertain the basic message, but this
Skill Points at Each Additional Level: 9 + Int modifier. ability in no way simulates actually being able to converse or
fluently read and write in a given language.
A single check covers roughly one minute of a spoken language
or one page of a written language.
Prerequisite: At least 1 rank in either Read/Write Language or
Table: Starfleet Graduate Speak Language for each of three different languages.

Base
Strategy Talent Tree
Class Fort Ref Will Defense
Attack Class Features
Level
Bonus
Save Save Save Bonus The Academy Graduate has the brainpower to see solutions in
most situations. These talents can be selected in any order, but
1st +0 +0 +0 +1 Talent +0 before the hero can select a talent from this tree he or she must
have previously selected at least one talent from the Research
2nd +1 +0 +0 +2 Bonus feat +1
Talent Tree.
3rd +1 +1 +1 +2 Talent +1 Exploit Weakness: After 1 round of combat, the graduate can
designate one opponent and try to find ways to gain an advantage
4th +2 +1 +1 +2 Bonus feat +1
by using brains over brawn. The Academy Graduate uses a move
5th +2 +1 +1 +3 Talent +2 action and makes an Intelligence check (DC 15) with a bonus
equal to his or her level. If the check succeeds, for the rest of the
6th +3 +2 +2 +3 Bonus feat +2 combat the graduate uses his or her Intelligence bonus instead of
either Strength or Dexterity bonus on attack rolls as the character
7th +3 +2 +2 +4 Talent +2
finds ways to out think his opponent and notices weaknesses in
8th +4 +2 +2 +4 Bonus feat +3 his opponents fighting style.
Prerequisite: One talent from the Research Talent Tree.
9th +4 +3 +3 +4 Talent +3
Plan: Prior to an encounter the Academy Graduate can develop a
10th +5 +3 +3 +5 Bonus feat +3
plan of action to handle the situation. Using this talent requires
preparation; a graduate cant use this talent when surprised or
Starting Feats otherwise unprepared for a particular situation. Creating a plan
In addition to the feats all characters get at 1st level, an Academy requires 1 minute.
Graduate begins play with the personal firearms Proficiency feat. After creating the plan the character makes an Intelligence check
Class Features (DC 10) with a bonus equal to his or her level. The result of the
check provides the character and allies with a circumstance
All of the following are class features of the Academy graduate. bonus. A graduate cant take 10 or 20 when making this check.
Talents
Check Result Bonus
At 1st, 3rd, 5th, 7th, and 9th level, the Academy Graduate selects
a talent from the following talent trees. Some trees have a set 9 or lower +0 (check failed)
order that must be followed, while others provide a list to choose
from. As long as the hero qualifies, he or she can select freely
1014 +1
from any and all talent trees. No talent can be selected more than
once unless expressly indicated.
1524 +2
Research Talent Tree
The Academy Graduate has a natural aptitude for study and fact- 25 or higher +3
finding. These talents can be selected in any order.
Savant: Select one of the skills listed in the following paragraph. This bonus can be applied to all skill checks and attack rolls made
The officer must have ranks in the skill if it is Trained Only. The by the character and his or her allies, but the bonus only lasts for
Academy Graduate gets to add a bonus equal to his or her level the first 3 rounds after making the plan. After that time, reduce
when making checks with that skill. An Academy Graduate can the bonus by 1 point (to a minimum of +0) for every additional
take this talent multiple times; each time it applies to a different round the situation continues, as the vagaries of circumstance
skill. begin to unravel even the best-laid plans.

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 23 >
Prerequisite: One talent from the Research Talent Tree. All commissioned officer ranks, from ensign upward, outrank all
enlisted in the chain of command. However, in certain cases,
Trick: The Academy Graduate has the ability to temporarily
noncommissioned officers can exercise authority over
confuse a target through the use of ploy and deception. The target
commissioned officers. (Miles O'Brien is one such case, in his
must have an Intelligence score of 3 or higher to be susceptible to
position as chief of operations aboard Deep Space 9).
a trick, must be within 30 feet of the hero, and must be able to
Additionally, chief petty officers such as O'Brien wield influence
hear and understand the character.
far beyond their place in the rank structure due to their extensive
To play a trick on a target, the character must use a full-round experience and skill, and are expected to mentor junior officers as
action and make an Intelligence check (DC 15), adding his or her well as other noncommissioned officers. be promoted to receive a
level as a bonus. If the Intelligence check succeeds, the target can but must pass necessary examinations and/or attend the
try to think quickly and ignore the trick. Academy.
The target resists the trick by making a Will saving throw (DC 10 Ability: Dexterity
+ Smart heros class level + characters Int bonus). If the saving
throw fails, the target becomes dazed (unable to act, but can Hit Die: 1d8
defend normally) for 1 round. Action Points: enlisted gain a number of action points equal to 5
A trick can only be played on a particular target once per + one-half their character level, rounded down, at 1st level and
encounter. After the first trick in an encounter, whether the every time they attain a new level in this class.
attempt succeeds or not, that target becomes wary and immune to Class Skills: The Starfleet Eblisted class skills (and the key
such ploys. This is a mind-affecting ability. ability for each skill) are: Balance (Dex), Craft (mechanical)
Prerequisite: One talent from the Research Talent Tree. (Int), Drive (Dex), Escape Artist (Dex), Hide (Dex), Knowledge
(current events, popular culture, streetwise) (Int), Move Silently
Bonus Feats (Dex), Pilot (Dex), Profession (Wis), Read/Write Language
At 2nd, 4th, 6th, 8th, and 10th level, the Academy Graduate (none), Ride (Dex), Sleight of Hand (Dex), Speak Language
gains a bonus feat. This feat must be selected from the following (none), and Tumble (Dex).
list, and the character must meet any prerequisites. Skill Points at 1st Level: (5 + Int modifier) x4.
Builder, Cautious, Combat Expertise, Educated, Gearhead, Skill Points at Each Additional Level: 5 + Int modifier.
Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes,
Meticulous, Studious, Vehicle Expert, Weapon Focus.

Table: Starfleet enlisted


Starfleet Enlisted
Base
Class Fort Ref Will Defense
Attack Class Features
Level Save Save Save Bonus
Bonus

1st +0 +0 +1 +0 Talent +3

2nd +1 +0 +2 +0 Bonus feat +4

3rd +2 +1 +2 +1 Talent +4

4th +3 +1 +2 +1 Bonus feat +5

5th +3 +1 +3 +1 Talent +5

6th +4 +2 +3 +2 Bonus feat +6

7th +5 +2 +4 +2 Talent +6

8th +6/+1 +2 +4 +2 Bonus feat +7

9th +6/+1 +3 +4 +3 Talent +7


In Starfleet, an enlisted crewperson is one who has not completed
the four-year Starfleet Academy course. In most cases, enlisted
10th +7/+2 +3 +5 +3 Bonus feat +8
crewmen sign up directly to a ship or posting, and receive basic
training, as well as any specific courses required for their
position. Starting Feats
Its predecessor, the Earth Starfleet, also had a hierarchy of In addition to the feats all characters get at 1st level, an enlisted
enlisted positions. man begins play with the personal firearms Proficiency feat.
Other force structures, such as the Klingon Defense Force and the Class Features
Bajoran Militia, have enlisted men in their ranks, but it is unclear
as to how they differ from their standard officer ranks. All of the following are class features of starfleet enlisted.
As with commissioned officers, there is a rank structure amongst Talents
enlisted crew. In naval systems, these are referred to as "rates", in At 1st, 3rd, 5th, 7th, and 9th level, enlisted select a talent from the
military systems these are called "grades". The term "non- following talent trees. Some trees have a set order that must be
commissioned officer" refers specifically to any enlisted followed, while others provide a list to choose from. As long as
personnel given authority over other personnel. In Starfleet, this the character qualifies, he or she can select freely from any and
could refer to any petty officer (up to master chief).
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 24 >
all talent trees. No talent can be selected more than once unless
expressly indicated.
Defensive Talent Tree
Enlisted gain the ability to improve his or her innate defensive
Advanced Classes
talents as he attains new levels.
Evasion: If the character is exposed to any effect that normally
Engineering
allows a character to attempt a Reflex saving throw for half
damage, the character suffers no damage if he or she makes a
successful saving throw. Evasion can only be used when wearing
light armor or no armor.
Uncanny Dodge 1: The character retains his or her Dexterity
bonus to Defense regardless of being caught flat-footed or struck
by a hidden attacker. (The character still loses his or her
Dexterity bonus to Defense if the hero is immobilized.)
Prerequisite: Evasion.
Uncanny Dodge 2: The character can no longer be flanked; the
character can react to opponents on opposite sides of him or
herself as easily as he or she can react to a single attacker.
Prerequisites: Evasion, uncanny dodge 1. On any space vessel, engineers are officers
Defensive Roll: character can roll with a potentially lethal attack assigned to monitor and maintain the starship's
to take less damage from it. When the character would be functionality. They are designated with gold-
reduced to 0 hit points or less by damage in combat (from a
ranged or melee attack), the character can attempt to roll with the trimmed uniforms and often do most of the
damage. grunt work that is involved in keeping a ship or
space station up and running. Engineering officers are generally
A character spends 1 action point to use this talent. Once the
assigned tasks that include maintaining and/or improving the
point is spent, the character makes a Reflex saving throw (DC =
performance of the warp drive, ships database, computer
damage dealt). If the save succeeds, he or she takes only half
processors and circuitry, holographic emitters, tractor beams,
damage. The character must be able to react to the attack to
transporter components, observational equipment (such as
execute a defensive rollif the hero is immobilized, he or she
sensors, probes, and satellites), weaponry systems, deflector
cant use this talent.
array, hull plating, life support, shields and alternative defense
Since this effect would not normally allow a character to make a systems, and many other crucial parts of a ships anatomy. They
Reflex save for half damage, the caracters evasion talent doesnt are expected to tackle all the problems that drain the ships
apply to the defensive roll. resources or lower its efficiency.
Prerequisites: Evasion, uncanny dodge 1.
Opportunist: The character can spend 1 action point to use this Pre-requisites: To qualify to become an Engineer, a character
talent. Once the point is spent, the hero can make an attack of
must fulfil the following criteria. Skills: Computer Use 6
opportunity against an opponent who has just been struck for
ranks, Craft (electrical) 6 ranks, Craft (mechanical) 6 ranks,
damage in melee by another character. This attack counts as the
Knowledge (technology) 6 ranks, Repair 6 ranks
characters attack of opportunity for that round. Even a character
with the Combat Reflexes feat cant use this talent more than
once per round.
Officer Rank: Lt. JG
Prerequisite: Evasion.
Increased Speed Talent Tree
The character can increase his or her natural base speed.
Hit Dice: d8
Increased Speed: The characters base speed increases by 5 feet.
Improved Increased Speed: The characters base speed increases
by 5 feet. This talent stacks with increased speed (10 feet total). Class Skills:The Engineers class skills are as follows.
Computer Use (Int), Craft (electronic, mechanical, structural)
Prerequisite: Increased speed. (Int), Disable Device (Int), Drive (Dex), Knowledge (physical
Advanced Increased Speed: The characters base speed increases sciences, technology) ( Int) , Navigate ( Int) , Pilot (Dex) ,
by 5 feet. This talent stacks with increased speed and improved Profession (Wis), Read/Write Language (none), Repair (Int),
increased speed (15 feet total). Search (Int), Speak Langu
Prerequisites: Increased speed, improved increased speed.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the character gains a bonus Action Points: an Engineer gains a number of action points
feat. This feat must be selected from the following list, and the
equal to 6 + one half their class level rounded down every time
character must meet any prerequisites.
they gain a level in this class
Acrobatic, Combat Expertise, Combat Throw, Defensive Martial
Arts, Double Tap, Elusive Target, Focused, Improved Disarm,
Mobility, Point Blank Shot, Stealthy, Weapon Finesse. Skill points per level: (7 + INT)

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 25 >
on the Repair check.) With 1 hour of work, the engineer can
restore a number of hit points based on his Repair check result, as
shown in Table: Superior Repair. If damage remains, the
Engineer may continue to make repairs for as many hours as
needed to fully repair the damaged robot, vehicle, mecha,
starship, or cybernetic attachment.

Bonus Feats
Class Features At 3rd, 6th, and 9th level, the Engineer gets a bonus feat. The
bonus feat must be selected from the following list, and the
Engineer must meet all the prerequisites of the feat to select it.
The following class features pertain to the Engineer advanced
class. Aircraft Operation (spacecraft), Builder, Cautious, Gearhead,
Mastercrafter, Salvage, Surface Vehicle Operation, Vehicle
Builder Expert, Zero-G Training.
At 1st level, the Engineer gains the bonus feat Builder. Improve Kit (+2)
Improve Kit (+1) At 4th level, the Engineer can assemble mastercraft (+2)
An engineer can use his know-how to upgrade an electrical or electrical and mechanical tool kits. This ability works as the 1st-
mechanical tool kit at no additional cost. level improve kit class feature, except the equipment bonuses
improve by an additional +1.
Electrical Tool Kit, Basic: For the cost of a basic electrical tool
kit, an Engineer can assemble a mastercraft (+1) version of the kit Reconfigure Weapon
that grants a +1 equipment bonus on all Repair checks made to
At 4th level, an Engineer can reconfigure a melee or ranged
fix electrical devices.
weapon, improving one aspect of it. Reconfiguring a weapon
Electrical Tool Kit, Deluxe: For the cost of a deluxe electrical requires 1 hour of work and a successful Repair check (DC 20);
tool k it, an Engineer can assemble a mastercraft (+1) version that reconfiguring a mastercraft weapon is slightly harder (DC 20 +
grants a +3 equipment bonus (instead of the usual +2 equipment the weapons mastercraft bonus feature). An Engineer may take
bonus) on all Repair checks made to fix electrical devices and a 10 or take 20 on this check.
+1 equipment bonus on all Craft (electrical) checks.
The reconfiguration imposes a 1 penalty on attack rolls made
Mechanical Tool Kit, Basic: For the cost of a basic mechanical with the weapon but grants one of the following benefits
tool kit, an Engineer can assemble a mastercraft (+1) version of indefinitely:
the kit that grants a +1 equipment bonus on all Repair checks
Changed Rate of Fire: The reconfiguration changes the
made to fix mechanical devices.
weapons rate of fire. A semiautomatic-only weapon switches to
Mechanical Tool Kit, Deluxe: For the cost of a deluxe an automatic-only weapon, or vice versa. This benefit applies
mechanical kit, an Engineer can assemble a mastercraft (+1) only to a ranged weapon with either a semiautomatic or automatic
version that grants a +3 equipment bonus (instead of the usual +2 fire setting.
equipment bonus) on all Repair checks made to fix mechanical
Greater Ammo Capacity: The reconfigured weapon can hold
devices and a +1 equipment bonus on all Craft (mechanical) and
50% more ammunition than normal. This benefit applies only to
Craft (structural) checks.
weapons that take ammunition.
Quick Craft Greater Concealment: The reconfiguration grants a +2 bonus on
At 2nd level, an engineer learns how to craft ordinary scratch- Sleight of Hand checks made to conceal the reconfigured
built electronic, mechanical, and structural objects more quickly weapon.
than normal. Greater Range Increment: The reconfigured weapons range
When using the Craft (electronic), Craft (mechanical), or Craft increment increases by 10 feet. This benefit applies only to
(structural) skill to build an ordinary scratch-built item, the weapons with range increments.
Engineer reduces the building time by one-quarter. Signature Shooter: The weapon is reconfigured for a single
At 5th level, the Engineer reduces the building time of ordinary individuals use only and is treated as a unique exotic weapon.
objects and mastercraft objects by half. Anyone else who uses the weapon takes a 4 nonproficient
penalty on attack rolls.
Superior Repair Weapons can be reconfigured multiple times; each time a weapon
At 2nd level, an Engineer learns improved ways of repairing is reconfigured, it imparts a new benefit. Undoing an Engineers
robots, vehicles, mecha, starships, and cybernetic attachments. weapon reconfiguration requires 1 hour and a successful Disable
Device check (DC 20 + the Engineers class level).
An Engineer with a mechanical tool kit and an appropriate
facility (a workshop, garage, or hangar) can repair damage to a Sabotage
robot, vehicle, mecha, starship, or cybernetic attachment.
(Without a mechanical tool kit, the Engineer takes a 4 penalty
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 26 >
At 4th level and beyond, the Engineer can sabotage an electrical The Engineer must spend 1 hour tinkering with the weapon, after
or mechanical object so that it operates poorly. The Engineer which he must succeed at a Craft (mechanical) check. The DC
must succeed on a Disable Device check (DC 20) to accomplish varies depending on how the weapon is modified, as shown in
the downgrade, and sabotaging a mastercraft object is slightly Table: Weapon Upgrade. If the skill check fails, the attempt to
harder (DC 20 + the mastercraft objects bonus feature). Noticing modify the weapon also fails, although the Engineer may try
the Engineers handiwork without first testing the sabotaged again. (The engineer may take 20 on the skill check, but the
device requires a successful Search check (DC = the Engineers upgrade takes 20 hours to complete.) An upgraded weapon has a
Disable Device check result). Fixing the sabotaged item requires 10% chance of breaking after each time it is used; it cannot be
a successful Repair. used again until repaired, and repairing it requires 1 hour and a
successful Repair check (DC 40).
Sabotage Device: As a full-round action, the Engineer can
reconfigure a device with electrical or mechanical components so Unflustered
that anyone who uses it suffers a penalty equal to the Engineers
class level on skill checks made to use the device. A 10th-level Engineer can perform complicated tasks without
provoking attacks of opportunity from adjacent foes. During any
Sabotage Weapon: As a full-round action, the Engineer can round in which the Engineer uses the Computer Use, Craft,
sabotage a weapon so that it misfires or breaks the next time it is Demolitions, Disable Device, or Repair skill, he can first make a
used. A sabotaged weapon cannot be used effectively until Concentration check (DC 15) to use the desired skill without
repaired. This use of sabotage also applies to vehicle and starship provoking attacks of opportunity. Making the Concentration
weapons. check doesnt cost the Engineer an action. He may take 10 on the
Craft XP Reserve Concentration check, but he cannot take 20.

Starting at 5th level, an Engineer with the Mastercrafter feat can


build mastercraft electronic and mechanical devices without
investing as much of himself in the process.
At 5th level and every level thereafter, an Engineer gains a
special reserve of experience points equal to 100 his Engineer
class level. These extra experience points are separate from
experience gained through level advancement and can only be
Starfleet Intelligence
used to make mastercraft items; they do not count toward level
gain.
An Engineer must spend the extra experience points he gains at
each level, for when the Engineer gains a level, he loses any
unspent experience points in his reserve.

Improve Kit (+3)


At 7th level, the Engineer can assemble mastercraft (+3)
electrical and mechanical tool kits. This ability works as the 4th-
level improve kit class feature, except the equipment bonuses
improve by an additional +1.

Quick Fix
At 7th level, the Engineer can repair a mechanical or electrical
device in half the normal time; see the Repair skill description for
normal repair times. However, cutting the repair time increases
the Repair check DC by 5.

Weapon Upgrade
Starfleet Intelligence is a division of the
At 8th level, an Engineer can upgrade handheld or robot-installed
weapons, as well as weapon systems aboard vehicles, mecha, or
Federation Starfleet, tasked with gathering and
starships. analyzing information concerning neighboring
powers in the galaxy. The information it receives
is then passed on to Starfleet Comand or the
Federation Council, which acts upon the
information and analyses.

Pre-requisites: Skills: Disguise 4 ranks, Hide 8 ranks,Move


silently 8 ranks

Officer Rank: Ensign

Hit Dice: d6

Class Skills

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 27 >
The intelligence officer's class skills (and the key ability for each Uncanny Dodge (Ex)
skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int),
Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Starting at 2nd level, an intelligence officer retains his Dexterity
Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather bonus to AC (if any) regardless of being caught flat-footed or
Information (Cha), Hide (Dex), Intimidate (Cha), Jump(Str), struck by an invisible attacker. (He still loses any Dexterity bonus
Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search to AC if immobilized.)
(Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), If a character gains uncanny dodge from a second class the
Swim (Str), Tumble (Dex), and Use Rope (Dex). character automatically gains improved uncanny dodge (see
Action Points: Intelligence characters gain a number of below).
action points equal to 5 plus their level ( rounded down) per Improved Uncanny Dodge (Ex)
level
At 5th level, an intelligence officer can no longer be flanked,
Skill points per level: (4 + INT) since he can react to opponents on opposite sides of him as easily
as he can react to a single attacker. This defense denies rogues
the ability to use flank attacks to sneak attack the officer. The
exception to this defense is that a rogue at least four levels higher
than the intelligence officer can flank him (and thus sneak attack
him).
If a character gains uncanny dodge (see above) from a second
class the character automatically gains improved uncanny dodge,
and the levels from those classes stack to determine the minimum
rogue level required to flank the character.
Hide in Plain Sight (Su)
At 8th level, an intelligence officer can use the Hide skill even
while being observed. As long as he is within 10 feet of some sort
of shadow, an assassin can hide himself from view in the open
without having anything to actually hide behind. He cannot,
however, hide in his own shadow.
Class Features
Starfleet Marines
Sneak Attack
This is exactly like the rogue ability of the same name. The extra
damage dealt increases by +1d6 every other level (1st, 3rd, 5th,
7th, and 9th). If an intelligence officer gets a sneak attack bonus
from another source the bonuses on damage stack.
Death Attack
If an intelligence officer studies his victim for 3 rounds and then
makes a sneak attack with a melee weapon that successfully deals
damage, the sneak attack has the additional effect of possibly
either paralysing or killing the target (officer's choice). While
studying the victim, the intelligence officer can undertake other
actions so long as his attention stays focused on the target and the
target does not detect the officer or recognize the officer as an
enemy. If the victim of such an attack fails a Fortitude save (DC
10 + the officer's class level + the officer's Int modifier) against
the kill effect, she dies. If the saving throw fails against the For over 800 years the citizens of earth and the
paralysis effect, the victim is rendered helpless and unable to act
for 1d6 rounds plus 1 round per level of the intelligence officer. If United Federation of Planets have required an
the victims saving throw succeeds, the attack is just a normal expeditionary force capable of rapid self-
sneak attack. Once the officer has completed the 3 rounds of sustained deployment via a multitude of
study, he must make the death attack within the next 3 rounds.
methods. Additionally this force has been
If a death attack is attempted and fails (the victim makes her
save) or if the intelligence officer does not launch the attack
required to provide protection to ships from the
within 3 rounds of completing the study, 3 new rounds of study blue waters of earth to the inky blackness of
are required before he can attempt another death attack. space. For these eight centuries those beings
Poison Use have been known as Marines.
intelligence officers are trained in the use of poison and never
risk accidentally poisoning themselves when applying poison. The Starfleet Marine Corps (SFMC) is the
Save Bonus against Poison expeditionary arm of the United Federation of
The intelligence officer gains a natural saving throw bonus to all Planets. Deployable from shipboard detachments
poisons gained at 2nd level that increases by +1 for every two or specialized assault transports the Marines
additional levels the officer gains. supply a lasting ground presence for the UFP.

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 28 >
Pre-requisites: feats: Beam weapon proficiency, blind- Concentration skill, or any abilities that require patience or
fight,combat martial arts concentration,He can use any feat he has except Combat
Expertise. A fit of rage lasts for a number of rounds equal to 3 +
the characters (newly improved) Constitution modifier. A
Ability: Constitution is the main ability of a marine. Marine may prematurely end his rage. At the end of the rage, the
Strength and dexterity are needed also. marine loses the rage modifiers and restrictions and becomes
fatigued (2 penalty to Strength, 2 penalty to Dexterity, cant
charge or run) for the duration of the current encounter A marine
Officer Rank: Starfleet Academy Graduate. can fly into a rage only once per encounter. At 1st level he can use
his rage ability once per day. At 4th level and every four levels
thereafter,he can use it one additional time per day. Entering a
Hit Dice: d10 rage takes no time itself, but a barbarian can do it only during his
action, not in response to someone elses action. A barbarian
cant, for example, fly into a rage when struck down by an arrow
Action Points: Marines gain a number of action points in order to get the extra hit points from the
equal to 6 plus their level ( rounded down) per level increased Constitution, although the extra hit points would be of
benefit if he had gone into a rage earlier in the round, before the
arrow struck
Skill Points: Skill Points at Each Level: 4 + Int modifier. Uncanny Dodge (Ex): At 2nd level, a marine gains the
Class Skills ability to react to danger before his senses would normally allow
him to do so. He retains his Dexterity bonus to AC (if any) even
The marines class skills (and the key ability for each skill) are
if he is caught flat-footed or struck by an invisible attacker.
Climb (Str), Craft (Int), demolitions (INT), Intimidate (Cha),
However, he still loses his Dexterity bonus to AC if immobilized.
Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim
If a Marine already has uncanny dodge from a different class he
(Str).
automatically gains improved uncanny dodge (see below) instead.
Trap Sense (Ex): Starting at 3rd level, a marine has an
Level Base Fort Ref Will defense Special intuitive sense that alerts him to danger from traps, giving him a
Attack Save Save Save bonus
+1 bonus on Reflex saves made to avoid traps and a +1 dodge
Bonus
bonus to AC against attacks made by traps. These bonuses rise by
1st +1 +2 +0 +0 +1 Fast movement, rage 1/day +1 every three marine levels thereafter (6th, 9th, ). Trap sense
bonuses gained from multiple classes stack.
2nd +2 +3 +0 +0 +2 Uncanny dodge
Improved Uncanny Dodge (Ex): At 5th level and
3rd +3 +3 +1 +1 +2 Trap sense +1
higher, a marine can no longer be flanked; he can react to
4th +4 +4 +1 +1 +3 Rage 2/day opponents on opposite sides of him as easily as he can react to a
single attacker. This defense denies a rogue the ability to sneak
5th
+5 +4 +1 +1 +3 Improved uncanny dodge attack the marine by flanking him, unless the attacker has at least
th
four more rogue levels than the target has marine levels. If a
6 +6/+1 +5 +2 +2 +3 Trap sense +2
character already has uncanny dodge (see above) from a second
7th
+7/+2 +5 +2 +2 +4 Damage reduction 1/ class, the character automatically gains improved uncanny dodge
th
instead, and the levels from the classes that grant uncanny dodge
8 +8/+3 +6 +2 +2 +4 Rage 3/day
stack to determine the minimum level a rogue must be to flank
9th +9/+4 +6 +3 +3 +5 Trap sense +3 the character.

10th +10/+5 +7 +3 +3 +5 Damage reduction 2/ Damage Reduction (Ex): At 7th level, a marine gains the
ability to shrug off some amount of injury from each blow or
attack. Subtract 1 from the damage the marine takes each time he
Class Features is dealt damage from a weapon or a natural attack. At 10th level,
this damage reduction rises by 1 point. Damage reduction can
Fast Movement (Ex): A Marines land speed is faster than reduce damage to 0 but not below 0.
the norm for his race by +10 feet. This benefit applies only when
he is wearing no armor, light armor, or medium armor and not
carrying a heavy load. Apply this bonus before modifying the
Medical
Marines speed because of any load carried or armor worn. For
example, a human Marine has a speed of 40 feet, rather than 30
feet, when wearing light or no armor. When wearing medium
armor or carrying a medium load, his speed drops to 30 feet.
Rage (Ex): A marine can fly into a screaming blood frenzy a
certain number of times per day. In a rage, a marine gains
phenomenal strength and durability but becomes reckless and less
able to defend himself. He temporarily gains a +4 bonus to
Strength, a +4 bonus to Constitution, and a +2 morale bonus on
Will saves, but he takes a 2 penalty to Armor Class. The
increase in Constitution increases the mariness hit points by 2
points per level, but these hit points go away at the end of the
rage when his Constitution score drops back to normal. (These
extra hit points are not lost first the way temporary hit points are;
see Temporary Hit Points, page 146.) While raging, a marine
cannot use any Charisma-, Dexterity-, or Intelligence-based skills
(except for Balance, Escape Artist, Intimidate, and Ride), the

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 29 >
Class Features
The following features pertain to the Starfleet medical advanced
class.

Medical Specialist: The medical officer receives a


competence bonus on Treat Injury checks. At 1st level, the bonus
is +1. It increases to +2 at 5th level, and to +3 at 8th level.

Expert Healer: At 2nd level and higher, the medical


officer's ability to restore hit points with a medical kit or surgery
kit and a successful use of the Treat Injury skill improves. In
addition to the normal hit point recovery rate (1d4 for a medical
kit, 1d6 per patient's character level for surgery), the medical
officer restores 1 hit point for every level he or she has in this
Starfleet Medical is the overseeing medical advanced class.
department of Federation Starfleet. The main Bonus Feats: At 3rd, 6th, and 9th level, the medical
facility is in San Francisco on Earth, though it is officer gets a bonus feat. The bonus feat must be selected from
unclear if there are any other facilities elsewhere. the following list, and the Field Medic must meet all the
prerequisites of the feat to select it.
It has existed at least as early as 2151, as a part
of the Earth Starfleet and is aligned with the Armor Proficiency (light), Armor Proficiency (medium),
Cautious, Defensive Martial Arts, Dodge, Educated, Improved
Starfleet Medical Academy. Initiative, Medical Expert, Personal Firearms Proficiency,
Surface Vehicle Operation, Vehicle Expert.

Prerequisites: at least 3 lvls Star fleet academy graduate. Medical Mastery: When making a Treat Injury skill
check, a medical officer of 4th level or higher may take 10 even if
Skills: At least 8 ranks in general medicine; at least 5 ranks in stress and distractions would normally prevent him or her from
pathology, or psychology Feats:surgery doing so.

Minor Medical Miracle: At 7th level or higher, a


Officer Rank: at least Lieutenant Junior Grade medical officer can save a character reduced to -10 hit points or
lower. If the medical officer is able to administer aid within 3
rounds of the character's death, he or she can make a Treat Injury
check. The DC for this check is 30, and the medical officer can't
Hit Dice: d6 take 10 or take 20. If the check succeeds, the dead character can
make a Fortitude save (DC 15) to stabilize and be restored to 0 hit
points.
Action Points: Medical officers gain a number action points If the medical officer fails the skill check or the patient fails the
equal to 6+ their level rounded down save, the dead character can't be saved.

Medical Miracle: At 10th level, a medical officer can


Skill points per level: (7 + INT) revive a character reduced to -10 hit points or lower. If the
medical officer is able to administer aid within 3 minutes of the
character's death, he or she can make a Treat Injury check. The
DC for this check is 40, and the Field Medic can't take 10 or take
Class Skills 20. If the check succeeds, the dead character can make a Fortitude
The Medical officer's class skills (and the key ability for each save (DC 20) to stabilize and be restored to 1d6 hit points. If the
skill) are: Computer Use (Int), Concentrate (Con), Craft medical officer fails the skill check or the patient fails the
(pharmaceutical) (Int), Diplomacy (Cha), Drive (Dex), Fortitude save, the dead character can't be restored.
Knowledge (behavioral sciences, current events, earth and life
sciences, popular culture, technology) (Int), Listen (Wis), Pilot
(Dex), Profession (Wis), Read/Write Language (none), Research
(Int), Speak Language (none), Spot (Wis), Treat Injury (Wis).

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 30 >
Sickbay aboard a Galaxy-class starship

Sickbay aboard an NX-class starship


Operations (Ops)
The operations manager (also known as
operations officer or chief of operations)
is a Starfleet position which became common in
the 24th century.
The operations position (also known simply as
"ops") evolved from older23rd century
positions. The bulk of the duties held by the helm
and navigation positions were combined into the
conn position. Other functions of the helm panel,
such as internal systems control, became the
purview of ops, as have some communications
and sensor system usages. Furthermore, ops
Sickbay aboard a Constitution-class starship personnel coordinate the scheduling of resources,
(post-2271 refit) hardware and system usage for an entire starship,
outpost or space station.
The ops position is typically manned by a
member of the command staff of a starship,
regardless of seniority. On Enterprise-D, Ops
Manager Data (who doubled as second officer)
was the most senior member of the ship's staff
save the captain and XO, but on Voyager, Ops
Manager Harry Kim was the most junior bridge
officer.
As analytical operations relied upon knowledge
of science and engineering disciplines,
Operations Managers sometimes performed the
additional duties of a science officer, as
exemplified by both Lieutenant Commander
Data and Ensign Harry Kim.
On space stations, the chief of operations usually
commands the maintenance and engineering
staff, since stations do not require the large
number of propulsion engineers typically found
working under the command of a chief engineer
on a starship. Chief of Operations Miles O'Brien

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 31 >
was a senior chief petty officer who filled this whichever is greater. The ally must be within sight and hearing
distance of the Officer and must be able to understand him.
billet on Deep Space 9.
An Ops Officer cannot use this ability on himself.
Requirements:To qualify to become a operations Officer, a
character must fulfil the following criteria. Base Attack Bonus: Uncanny Survival
+2. Skills: Diplomacy 6 ranks, Knowledge (tactics) 6 ranks. Beginning at 2nd level, an Ops Officer can add one-half his class
Feat: Personal Firearms Proficiency. level to his Defense for 1 round, once per day. (The bonus applies
to the Officers touch and flat-footed Defense, as well.) He must
declare he is doing this at the beginning of his turn, and the
Defense bonus lasts until his next round of actions.
Officer Rank: Starfleet Academy Graduate.
Bonus Feats
At 3rd, 6th, and 9th level, the Ops Officer gets a bonus feat. The
Hit Dice: d8
bonus feat must be selected from the following list, and the
Officer must meet all the prerequisites of the feat to select it.
Action Points:The Operations Officer gains a number of Advanced Firearms Proficiency, Armor Proficiency (light),
action points equal to 6 + one-half his character level, rounded Armor Proficiency (medium), Armor Proficiency (heavy), ,
down, every time he attains a new level in this class. Combat Expertise, Dodge, Improved Initiative, Iron Will,
Mobility, Precise Shot, Quick Draw, Renown, Shot on the Run.

Tactical Expertise
Skill Points at Each Level: 5 + Int modifier
Starting at 4th level, as a full-round action, an Ops Officer can
use his tactical knowledge to coordinate allies. Allies to be
affected must be within sight and hearing distance of the Officer
and must be able to understand him.
Class Skills:Bluff (Cha), Computer Use (Int), Diplomacy The Officer must make a Knowledge (tactics) check with a DC
(Cha), Gather Information (Cha), Intimidate (Cha), Knowledge equal to 15 + the number of allies affected. He cannot take 10 or
(behavioural sciences, civics, history, physical sciences, tactics, take 20 on the check. If the check succeeds, all affected allies
theology and philosophy), Pilot, Read/Write Language (none), gain a competence bonus on attack rolls or a dodge bonus to
Sense Motive (Wis), Speak Language (none). Defense equal to the Officers Charisma bonus. The Officer
chooses which of the two benefits to impart and must impart the
same benefit to all affected allies. The benefits last for 1 round.
Class Base Fort Ref Will Defense Special
Level Attack Save Save Save Bonus If the check fails, the Officers allies gain no benefit, but the
Bonus action is still spent.
A Ops Officer cannot apply the benefits of this ability to himself.
1st
+1 +0 +0 +2 +1 leadership August Leadership
2nd +2 +0 +0 +3 +1 Uncanny survival The Ops Officer gains this ability at 5th level. It works like the
rd
leadership ability (see above), except the Officer adds his
3 +3 +1 +1 +3 +2 Bonus feat
Charisma bonus and his Wisdom bonus to the allys skill check.
4th +4 +1 +1 +4 +2 Tactical expertise
Tactical Mastery
th
5 +5 +1 +1 +4 +3 August leadership At 7th level, the Ops Officer requires less time to direct his allies.
6th
+6/+1 +2 +2 +5 +3 Bonus feat
This ability is similar to tactical expertise (see Tactical Expertise,
above) but requires an attack action instead of a full-round action.
7th +7/+2 +2 +2 +5 +4 Tactical mastery
Commanding Presence
8th +8/+3 +2 +2 +6 +4 Commanding presence
At 8th level and beyond, an Ops Officer can use an attack action
9th +9/+4 +3 +3 +6 +5 Bonus feat and his commanding presence to enable an ally or weaken a
single foes resolve.
10th +10/+ +3 +3 +6 +5 Action trust
5 Enabling an ally requires an attack action and a successful
Diplomacy check (DC 20). If the check succeeds, the Officer can
negate any one of the following harmful conditions affecting a
single ally: cowering, dazed, fatigued, nauseated, panicked,
Class Features shaken, or stunned. The ally to be affected must be within sight
and hearing distance of the Officer and must be able to
The following class features pertain to the Starfleet Operations
understand him.
advanced class.
The Ops Officer cannot use this ability on himself.
Leadership
Weakening a foes resolve requires an attack action and a
By providing supervision and guidance, an Ops officer can successful Intimidate check (DC = targets level check) . If the
improve an allys chances of succeeding at a skill check. Instead check succeeds, the target is shaken for a number of rounds equal
of making a skill check to aid another, the Officer makes a to 1d6 + one-half the Officers class level + the Officers
Diplomacy check (DC 10). He cannot take 10 or take 20 on the Charisma modifier. The target must be within sight and hearing
check. Success grants a competence bonus on the allys skill distance of the Officer and must be able to understand him. A
check equal to the Officers Charisma bonus or Reputation bonus, target that resists the Officers attempt to weaken its resolve is
immune to the Field Officers use of this ability for 24 hours.
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 32 >
seemingly unexplainable circumstances. In the
Action Trust 22nd and 23rd centuries, the science officer was
At 10th level, the Ops Officers mere presence inspires,
responsible for sensor readings.A general survey
safeguards, and motivates his allies. party requires the direction of a science officer.
As a free action, a Officer may spend one of his action points to In a medical emergency, the findings of the
modify an allys attack roll, skill check, ability check, level science officer are heavily relied upon.
check, or saving throw result by +2d6 (applying a bonus of +2 to
+12). The science officer is required to keep sufficient
The ally to be affected must be within sight and hearing distance data. They are also required to supply the
of the Officer to gain the benefits of the Officers spent action commanding officer with all reports,
point. An Ops Officer may use this ability once per round, and observations, and speculations that might effect
not on himself (he gains the normal benefits for spending an
action point on himself). the safety of their vessel. According to Jadzia
Any character may transfer some or all of her action points to the
Dax, it was a science officer's job to always have
Ops Officer as a free action. The Officer must consent to the a "better idea."
transfer, and these action points become the Officers to spend as
he sees fit.
Pre-requisites: To qualify to become a Science Officer, a
character must fulfil the following criteria. Skills: 6 ranks in
either Craft (chemical) or Craft (electronic), plus 6 ranks in
Knowledge (earth and life sciences), Knowledge (physical
sciences), or Knowledge (technology), plus 6 ranks in Research.

Officer Rank: Starfleet Academy Graduate.

Hit Dice: d6

Action Points: 6 + one-half character level, rounded down,


every time the science officer attains a new level in this class.

Skill Points at Each Level: 7 + Int modifier.

Class Skills:The Science Officer's class skills (and the


key ability for each skill) are: Computer Use (Int), Craft
The Ops and Conn stations aboard a Galaxy-class (chemical, electronic, mechanical, pharmaceutical), Decipher
starship. Script (Int), Demolitions (Int), Disable Device (Int), Drive (Dex),
Investigate (Int), Knowledge (behavioral sciences, earth and life
sciences, physical sciences, technology) (Int), Navigate (Int),
Pilot (Dex), Profession (Wis), Read/Write Language (none),
Research (Int), Search (Int), Speak Language (none).

Sciences

Class Features
The following features pertain to the Science Officer advanced
class.
Science officers are responsible for observing
and theorizing explanations for strange or
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 33 >
any of the following Knowledge skills: behavioral sciences, earth
Smart Defense and life sciences, physical sciences, or technology. This bonus
A Science Officer applies his or her Intelligence bonus and his or stacks with the bonus provided by the minor breakthrough ability.
her Dexterity bonus to his or her Defense. Any situation that
This major breakthrough also provides the Field Scientist with a
would deny the Field Scientist his or her Dexterity bonus to
+3 Wealth bonus increase.
Defense also denies the Intelligence bonus.

Scientific Improvisation
At 2nd level, a Science Officer gains the ability to improvise
solutions using common objects and scientific know-how. This
ability lets the officer create objects in a dramatic situation
quickly and cheaply, but that have a limited duration.
By spending 1 action point and combining common objects with Tactical
a Craft check that corresponds to the function desired, the Field
Scientist can build a tool or device to deal with any situation. The
DC for the Craft check is equal to 5 + the purchase DC of the
object that most closely matches the desired function. Only
objects that can normally be used more than once can be
improvised.
Electronic devices, special tools, weapons, mechanical devices,
and more can be built with scientific improvisation. It takes a
full-round action to make an object with scientific improvisation.
The object, when put into use, lasts for a number of rounds equal
to the Field Scientists class level, or until the end of the current
encounter, before it breaks down. It cant be repaired.

Bonus Feats
At 3rd, 6th, and 9th level, the Science Officer gets a bonus feat.
The bonus feat must be selected from the following list, and the The Tactical Officer is an officer stationed at the
Field Scientist must meet all the prerequisites of the feat to select
it. Archaic Weapons Proficiency, Attentive, Cautious, Combat
console that controls a ship's weaponry and
Expertise, Educated, Gearhead, Personal Firearms Proficiency, shields.
Point Blank Shot, Renown, Studious.
On Starfleet vessels, the tactical officer's job is to
Skill Mastery maintain weapon and shield readiness along with
At 4th level, a Science Officer selects a number of skills from his executing firing solutions. These solutions can
or her class list equal to 3 + his or her Intelligence modifier. range from a low intensity phaser beam or to plot
When making a skill check using one of these skills, the officer
may take 10 even if stress and distractions would normally
a torpedo firing pattern. Security chiefs
prevent him or her from doing so. frequently doubled as tactical officers, though
the two roles weren't required to be filled by the
Minor Breakthrough same person.
Upon attaining 5th level, a Science Officer receives credit for a
minor scientific breakthrough that earns him or her the Aboard Federation starships in the mid-23rd
recognition of her peers. The Field Scientist chooses one of the century, these duties were handled, at least to a
following Knowledge skills: behavioral sciences, earth and life
sciences, physical sciences, or technology. When dealing with
large degree, by the helm officer and sometimes
others with at least 1 rank in the same Knowledge skill, the by the navigator.
officer gains a +2 bonus on Reputation checks.
This minor breakthrough also provides the Field Scientist with a
+3 Wealth bonus increase. Requirements:To qualify to become a Tactical
Officer, a character must fulfil the following criteria. Base Attack
Smart Survival Bonus: +3. Skill: Knowledge (tactics) 3 ranks. Feat: Personal
Firearms Proficiency,Starship Gunnery
A Science Officer of 7th level or higher can spend 1 action point
to reduce the damage dealt by a single attack or effect by 5
points.
Class Information
Smart Weapon Hit Die: 1d10
At 8th level, the Science Officer selects one weapon that he or Action Points: 6 + one-half character level, rounded down, every
she is proficient in and can use with one hand. With the selected time the character attains a new level in this class.
weapon, the officer can use his or her Intelligence modifier
instead of Strength or Dexterity modifier on attack rolls. Class Skills
Major Breakthrough The Tactical Officer's class skills (and the key ability for each
skill) are:Computer Use, Demolitions (Int), Drive (Dex),
At 10th level, the Science Officer gains a +2 bonus on Reputation Intimidate (Cha), Jump (Str), Knowledge (current events, history,
checks when dealing with individuals who have at least 1 rank in popular culture, tactics) (Int), Listen (Wis), Navigate (Int),
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 34 >
Profession (Wis), Read/Write Language (none), Speak Language Greater Weapon Specialization
(none), Spot (Wis), Survival (Wis), Swim (Str).
At 8th level, a Tactical Officer gains greater weapon
Skill Points at Each Level: 5 + Int modifier. specialization with the weapon he or she selected at 2nd level.
This ability increases the bonus on damage rolls to +4 when using
the selected weapon.

Critical Strike
At 10th level, a Tactical Officer gains the ability to automatically
confirm a threat as a critical hit when attacking with the weapon
he or she has applied weapon specialization to, eliminating the
need to make a roll to confirm the critical hit.

Helmsman
The helmsman (or helm officer) was the Starfleet crewperson
who operated the helm console on 23rd century Federation
Class Features starships.

The following features pertain to the Tactical advanced class. The helmsman of those vessels worked in concert with the
navigator, who plotted the ship's course. On the USS Enterprise,
Weapon Focus the helmsman controlled both the speed and attitude of the ship,
as well as the ship's weapon and shield systems. Other
At 1st level, a Tactical Officer gains the Weapon Focus class spacefaring services use the term helmsman also, the 22nd
feature, providing the benefit of the feat with the same name. The century Earth Starfleet for one, but it isn't clear if there is the
Soldier chooses a specific weapon. The officer can choose same relationship with a navigation console, since vessels like
unarmed strike or grapple as the weapon. The officer must be NX-01 Enterprise had a single helm station.
proficient with the chosen weapon.
By the 24th century, the helm and navigation stations became
The Tactical Officer adds +1 to all attack rolls made using the combined as the flight controller position. Also, control of
selected weapon. weapons and defenses is usually handled by the tactical station or
the operations manager, rather than their 23rd century
Weapon Specialization equivalents, under the control of the helmsman.
At 2nd level, a Tactical Officer gains weapon specialization with
a specific melee or ranged weapon that he or she also has applied
the Weapon Focus feat or class feature to. The soldier gets a +2 Requirements
bonus on damage rolls with the chosen weapon.
To qualify to become a helmsman a character must fulfill the
Bonus Feats following criteria. Skills: Pilot 6 ranks. Feat: Starship Operation
At 3rd, 6th, and 9th level, the Tactical Officer gets a bonus feat. heavy or super heavy. Base Reflex Save: +2.
The bonus feat must be selected from the following list, and the
officer must meet all the prerequisites of the feat to select it.
Class Information
Advanced Firearms Proficiency, Archaic Weapons Proficiency, The following information pertains to the helmsman advanced
Armor Proficiency (light), Armor Proficiency (medium), Armor class.
Proficiency (heavy), Brawl, Burst Fire, Cleave, Combat Reflexes, Hit Die
Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency,
Far Shot, Great Cleave, Improved Brawl, Improved Knockout The helmsman gains 1d8 hit points per level. The characters
Punch, Knockout Punch, Power Attack. Constitution modifier applies.

Tactical Aid Action Points


As a full-round action, the Tactical Officer provides tactical aid The helmsman gains a number of action points equal to 6 + one-
to all of his allies (including himself) within sight and voice range half his character level, rounded down, every time he attains a
of his position. This use of tactical aid requires an action point. new level in this class.
This aid provides a +1 competence bonus on attack rolls. The Class Skills
bonus lasts for a number of rounds equal to one-half of the
officer's level in the advanced class, rounded down. The helmsman's class skills are as follows.
Bluff (Cha), Computer Use (Int), Craft (electronic, mechanical)
Improved Critical (Int), Knowledge (popular culture, streetwise, technology) (Int),
For the weapon the Soldier has applied weapon specialization to Navigate (Int), Pilot (Dex), Profession (Wis), Repair (Int).
the Soldiers threat range increases by one. Skill Points at Each Level: 5 + Int modifier
Improved Reaction
At 7th level, a Tactical Officer gains a +2 competence bonus on
initiative checks.

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 35 >
Prestige Classes

Command Officer

The command officer is the glue that binds a successful military


unit together. They excel at directing and
coordinating groups of people, whether under fire, in the trenches
or during peacetime. They can respond to
almost any situation, and react with a level of calm and grace that
far surpasses other combatants.
Select this prestige class if you want your character to be able to
Class Features direct, coordinate and maximize the
The following class features pertain to the Ace Pilot advanced abilities of his unit or ship. This class includes, but is not limited
class. to ( at the GM's discretion ), Command Level Officers, Admirals,
Captains, Commanders, COs. Remember Miles O'brien was
Bonus Feats definitely on the Command staff of DS9 and he was Merely a
At 1st, 3rd, 6th, and 9th level, the Ace Pilot gets a bonus feat. The Chief Petty Officer
bonus feat must be selected from the following list, and the Ace
Pilot must meet all the prerequisites of the feat to select it.
Blind-Fight, Brawl, Gearhead, Improved Brawl, Improved Feint,
Spacer, Starship Battle Run, Starship Dodge, Starship Feint, REQUIREMENTS
Starship Gunnery, Starship Mobility, Starship Operation, To qualify to become a command officer, a character must fulfill
Starship Strafe, Zero-G Training. the following criteria.
Defender Of The Universe Skills: Diplomacy 13 ranks, Intimidate 13 ranks, Knowledge
(behavioral sciences) 13 ranks, Knowledge
Starting at 2nd level, a Ace Pilot applies his Charisma bonus to
the die result whenever he spends an action point to modify an (tactics) 13 ranks.
attack roll, skill check, ability check, or saving throw made Feat: Combat Expertise, Educated
aboard a starship.
Class Information
Shake, Rattle, And Roll The following information pertains to the command officer
At 4th level, an Ace Pilot learns how rock an enemy starship with prestige class.
weapons fire. The Ace Pilot must declare that he is using this Hit die
ability before making the attack roll (thus, a failed attack roll
command officers gains 1d8 hit points per level. The characters
ruins the attempt). A starship damaged by the Ace Pilots attack
Constitution modifier applies.
is shaken for 1 round; all passengers and crew members (pilots
and gunners included) aboard the shaken ship take a 2 penalty Action points
on attack rolls, saving throws, and skill checks for 1 round. An command officers gain a number of action points equal to 7+
Ace Pilot may use this ability once per day at 4th level, twice per one-half her character level, rounded down,
day at 7th level, and three times per day at 10th level.
every time she attains a new level in this class.
To the max! Class Skills
At 5th level and beyond, an Ace Pilot can coax more thrust out of A command officer's class skills (and the key ability for each
a ships engines, increasing its tactical speed by +500 feet. The skill) are: Concentration (Con), Diplomacy (Cha),
Ace Pilot must be piloting the ship to increase its tactical speed.
Drive (Dex), Intimidate (Cha), Knowledge (behavioural sciences,
Keep It Together current events, history, popular culture,
tactics) (Int), Navigate (Int), Profession (Wis), Read/Write
At 8th level, an Ace Pilot can continue to operate a starship even
Language (none), Speak Language (none) and
after it has been reduced to negative hit points and has begun
breaking apart. The ship may take one move action or one attack Survival (Wis)
action each round. However, the ship cannot be repaired and Skill Points at Each Level: 5 + Int modifier.
continues to lose 1 hit point per round, exploding once it reaches
its destruction threshold. The Ace Pilot and all other personnel
aboard the ship are considered shaken, taking a 2 penalty on
Class Base Fort Ref Will Class Feature Defense
attack rolls, saving throws, and skill checks. level Attack Save Save save Bonus
Bonus

1st +0 +0 +0 +2 Combat Plan +1

nd
2 +1 +0 +0 +3 Bonus Feat +1

rd
3 +2 +1 +1 +3 Cooperation +2

th
4 +3 +1 +1 +4 Bonus Feat +2

th
5 +3 +1 +1 +4 Group Defense +2

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 36 >
6th +4 +2 +2 +5 Bonus Feat +3 On the Spot
7th
+5 +2 +2 +5 Team Effort +3 At 9th level, a Command Officer may now use the Combat Plan
ability in the middle of a combat. This costs one action point, as
8th +6/+1 +2 +2 +6 Bonus Feat +3 normal, and requires a full-round action. It only affects allies who
9th
+6/+1 +3 +3 +6 On The Spot, Tactical mastery +4
are in communication with the Tactician (by voice, radio, etc). At
the GMs discretion, halve the normal bonus if enemies can
10th +7/+2 +3 +3 +7 Bonus Feat +4
overhear the communications.
Tactical Mastery
Also at 9th level, a command Officer is able to more effectively
manage his allies. When he uses the Combat Plan ability, he may
split the bonus among several abilities. For example, a 5th level
Class Features Tactician, who has rolled up to a +7 bonus, may apply +3 to
attack rolls, +2 to defense, and +2 to saves. These modifications
All of the following are features of the Tactician prestige class. affect the entire party. The Tactician chooses which ability drops
Combat Plan each round.
Prior to a dramatic situation, command officers can develop a Bonus feats
plan of action to handle the situation. Using this Bonus feats must be selected from the following list:
talent requires preparation; a command officer can't use this Alertness,Attentive,combat Expertise, Combat
ability when surprised or otherwise unprepared for a Reflexes,Confident,Guide,Heroic Surge,Jack of all
Trades,Trustworthy,
particular situation.
Using this ability costs the command officer 1 action point. He Federation Ambassador at Large
makes a Knowledge (tactics) check (DC 10). The
Many time when officers retire from Starfleet, particularly the
result of the check provides the Tactician and allies with a higher ranking ones, they are called upon to join the Diplomatic
circumstance bonus. A Tactician cant take 10 or Corps. At first one wouldn't think that former military personel
20 when making this check. would be suited for this but their experience in first
contact situations and familiarity with diverse life forms make
some of them naturals.
Requirements
Check Result Bonus
To qualify to become an Ambassador at large, a character must
9 or lower +0 (check failed) fulfill the following criteria.

1014 1 + Class level


Skills: Diplomacy 6 ranks, Knowledge (civics) 6 ranks,
Knowledge (theology and philosophy) 6 ranks.
Every additional +10 +1
Allegiance: An Ambassador must pledge her primary allegiance
This bonus can be applied to attack rolls made by the command to a faction, nation, world, or empire and remain a dutiful servant
Officer and his allies. Reduce the bonus by 1 point of this body; if the Ambassador breaks this allegiance, she loses
all the benefits of the Diplomatic Immunity and Open Arms class
(to a minimum of +0) for every round the situation continues, as
features (see Class Features, below).
the vagaries of circumstance begin to
unravel even the best-laid plans. Class Information
The following information pertains to the Federation Ambassador
at Large prestige class.
Co-operation
Hit Die
rd
At 3 level, when using the Combat Plan ability, a command
The Ambassador gains 1d6 hit points per level. The characters
Officer may now use the ability to organize the actions of his
Constitution modifier applies.
team. The bonus may now be applied as a morale bonus to Skill
checks. He must choose whether it applies to either attack rolls or Action Points
skill checks when using the ability, and this cannot be changed
The Ambassador gains a number of action points equal to 6 +
for the duration of that use.
one-half her character level, rounded down, every time she attains
Group Defense a new level in this class.
th Class Skills
At 5 level, when using the Combat Plan ability, a command
officer may now use it to direct his team away from enemy fire. The Ambassadors class skills are as follows.
The bonus may now be applied as a morale bonus to defense
scores. He must choose whether it applies to either attack rolls, Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Gather
defense scores, or skill checks when using the ability, and this Information (Cha), Intimidate (Cha), Knowledge (behavioral
cannot be changed for the duration of that use. sciences, civics, current events, history, theology and philosophy)
(Int), Profession (Wis), Read/Write Language (none), Research
Team Effort (Int), Sense Motive (Wis), and Speak Language (none).
At 7th level, when using the Combat Plan ability, a command Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for
Offier may now inspire his team. The bonus may now be applied nonhumans).
as a morale bonus to all saving throws, or any of the previous
applications. He must choose whether it applies to either attack Class
Base
Fort Ref Will Defense
Attack Special
rolls, defense scores, saving throws or skill checks when using Level
Bonus
Save Save Save Bonus
the ability, and this cannot be changed for the duration of that
use. 1st +0 +0 +0 +2 Diplomatic +1
immunity,Fasc

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 37 >
inate Fascinate (Sp): A Diplomat at large with 3 or more ranks in
diplomacy can use his voice, through conversation or speech
2nd +1 +0 +0 +3 Open arms +1
making, to cause one or more creatures to become fascinated with
3rd +2 +1 +1 +3 Bonus feat +2 him. Each creature to be fascinated must be within 90 feet, able to
see and hear the diplomat, and able to pay attention to him. The
4th +3 +1 +1 +4
Information
+2 diplomat must also be able to see the creature. The distraction of
access
a nearby combat or other dangers prevents the ability from
5th +3 +1 +1 +4 suggestion +3 working. For every three levels a diplomat attains beyond 1st, he
can target one additional creature with a single use of this ability
6th +4 +2 +2 +5 Bonus feat +3
(two at 4th level, three at 7th level, and so on). To use the ability,
Restricted a diplomat makes a diplomacy check. His check result is the DC
7th +5 +2 +2 +5 +4
access for each affected creatures Will save against the effect. If a
creatures saving throw succeeds, the diplomat cannot attempt to
8th +6 +2 +2 +6 Stipend +4
fascinate that creature again for 24 hours. If its saving throw fails,
9th +6 +3 +3 +6 Bonus feat +5 the creature sits quietly and listens to the diplomat, taking no
other actions, for as long as he continues to speak and concentrate
10th +7 +3 +3 +7 Select consuls +5
(up to a maximum of 1 round per diplomat level). While
fascinated, a target takes a 4 penalty on skill checks made as
Class Features reactions, such as Listen and Spot checks. Any potential threat
The following class features pertain to the Ambassador advanced requires the diplomat to make another diplomacy check and
class. allows the creature a new saving throw against a DC equal to the
new diplomay check result. Any obvious threat, such as someone
Diplomatic Immunity drawing a weapon, or aiming a ranged weapon at the target,
Starting at 1st level, if the Ambassador is arrested for a crime, she automatically breaks the effect. Fascinate is an enchantment
can make a Diplomacy check to invoke her diplomatic credentials (compulsion), mind-affecting ability.
and not suffer the usual legal penalty or punishment. The severity Open Arms
of the crime determines the DC of the Diplomacy check, and how
authorities react if the Ambassador succeeds. See Table: Beginning at 2nd level, the Ambassador is skilled at initiating
Diplomatic Immunity for Diplomacy check DCs based on the peaceful negotiations. She may add a competence bonus equal to
severity of the crime. one-half her Ambassador class level on all Diplomacy checks.
If one of the Ambassadors consuls (see the select consul class Bonus Feats
feature, below) is arrested for a crime and unable to secure her At 3rd, 6th, and 9th level, the Ambassador gets a bonus feat. The
own release, the Ambassador may intercede on the consuls bonus feat must be selected from the following list, and the
behalf. One may aid the others Diplomacy check. Ambassador must meet all the prerequisites of the feat to select it.
An Ambassador who routinely invokes the privilege of Attentive, Defensive Martial Arts, Dodge, Educated, Improved
diplomatic immunityeither on her own behalf or to protect her Initiative, Oathbound, Renown, Trustworthy.
selected consulsis likely to be recalled or terminated by those Information Access
she has sworn to represent.
Starting at 4th level, the Ambassador can make Gather
Information checks without spending money or making Wealth
checks, provided she is dealing with individuals or organizations
that are helpful, friendly, indifferent, or unfriendly toward her or
Table: Diplomatic Immunity
those she represents. Dealing with individuals or organizations
that are hostile requires the Ambassador to make Wealth checks
Effect of as usual when using the Gather Information skill.
Severity Successful
Examples DC
of Crime Diplomacy Suggestion (Sp): A Diplomat at Large of 5th level or higher with
Check
9 or more ranks diplomacy can make a suggestion (as the spell) to
2 penalty a creature that he has already fascinated (see above). Using this
on
Disturbing the peace, public intoxication, noninjurious traffic subsequent
ability does not break the diplomats concentration on the
Class 5 15
violation Diplomacy fascinate effect, nor does it allow a second saving throw against
checks in
that area
the fascinate effect. A Will saving throw (DC 10 + 1/2 diplomats
level + diplomats Cha modifier) negates the effect. This ability
5 penalty affects only a single creature Suggestion is an enchantment
on
Possession of controlled substance, injurious traffic violation,
subsequent
(compulsion), mind-affecting, language dependent ability.
Class 4 operating business without a license, operating a vehicle or 20
Diplomacy
starship without a license, assault without a deadly weapon
a checks in Restricted Access
that area
At 7th level, the Ambassador gains clearance to access restricted
10 penalty files or classified information from any source that recognizes her
on
Attempted bribery of a public official, robbery or grand theft,
subsequent faction, organization, nation, world, or stellar empire. She gains a
Class 3 aiding and abetting a known felon, assault with a deadly 25
weapon, possession of a concealed weapon
Diplomacy +5 bonus on Computer Use checks made to defeat computer
checks in
the area security and a +5 bonus on Research checks.

Deportation
Select Consuls
Murder or manslaughter, fraud, smuggling, assault against a
Class 2 30 within 2d6
public official, trafficking in controlled substances
hours

Detention
pending the
diplomatic
Conspiracy against the government, murder of a public official,
Class 1 35 action by
sabotage of public utilities
characters
affiliated
government

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 38 >
At 10th level, the Ambassador may appoint a number of Fleet admiral
individuals equal to her Reputation bonus as consuls or The most senior flag rank in Starfleet. The Commander in Chief
attachs. These appointed individuals gain all the benefits of of Starfleet holds this rank.
the diplomatic immunity, information access, and restricted
access class features (described above). The Ambassador may
revoke these privileges at any time and appoint replacement
consuls as she sees fit. It takes 1d4 hours for an Ambassador to
invoke or revoke a consuls or attachs privileges.

Rank and Rank Insignia


Admiral
The second most senior flag rank known to exist in Starfleet.
Starfleet follows a simple system. All department are equal in
authority and the only characteristic difference is the Rank of the
individuals in each department, even if those Ranks are named
differently.
Medical, Engineering, Science, Diplomatic, and Command,
inherited the use of the original Earth Naval Rank system, where
as the Marines have adopted the old Earth Army Ranks. But
needless to say, the Marine Ranks, whilst different in name and
design, hold the same weight as their corresponding Naval Rank.
e.g. A Naval Cdr. has the same authority as the corresponding
Marine Rank, in this case Lt. Colonel. As such a Naval Cdr. can
give orders to a Marine Major, because the Naval rank of Cdr. is Vice admiral
higher than the Marine Rank of Major. This system works both Starfleet flag rank immediately inferior to full admiral, but
ways, a Marine Lt. Colonel can give orders to a Naval Lt. Cdr. superior to a rear admiral.
This is a good point to note that Naval ranks are used in all of the
following departments;
Command
Medical
Engineering
Security/Tactical
Science
Personnel who join the Intelligence section of Starfleet may do so
only after they have graduated the Academy in one of the above
fields. As a result that individual joins the intelligence service as
experts in their chosen field, and thus retain their duty and dress
uniform colour, e.g., a Medical officer would retain his/her teal
colour. Only if a individual joins the administration side of the Rear admiral
intelligence service will the uniform be changed. The new The lowest grade of admiral in Starfleet. It is inferior to a vice
uniform colour worn would then be red. admiral, and superior to a commodore or captain.
When a character is created if he is an officer he begins as an
ensign. If, on the other hand, he is enlisted he begins as a
crewman third class ( or the marine equivalent ). Every other
level he makes a Charisma check against the DC indicated for the
next highest rank to see if he was promoted. If the check is
successful then the character was promoted for his actions while
gaining those levels. Promotion to ranks above the rank of
captain are purely at the discretion of the GM.

Flag Officers
Commodore
TOS TOS Movies TNG+

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 39 >
Immediately superior to a captain, and just before rear admiral.
At some point in Starfleet history, this rank became known as Lieutenant ( DC 15 )
"rear admiral lower half."
The Starfleet line rank immediately inferior to Lieutenant
Commander. Officers at this rank typically have some command
Line Officers (please note in the Original series experience, and are occasionally appointed department heads on
captains had 2 stripes and all other officers save starships. Typically they are shift commanders in a department
under a Lieutenant Commander, i.e. a Lt. Commander will be
ensigns had 1 stripe) chief of engineering and will also be commander of A shift, and
Senior Officers there will be a B and C shift, each under a Lieutenant.
Fleet Captain
Fleet Captain is a title bestowed on highly distinguished Starfleet
Captains. It is an extremely rare distinction, held by senior or
particularly distinguished Captains. It was held by former
Enterprise Captain Christopher Pike in the year 2266. It was also
held in the 2260s, by Captain Garth, one of Starfleet's most
decorated captains and hero of the Battle of Axanar. Lieutenant Junior Grade ( DC 10 )
The Starfleet line rank immediately inferior to Lieutenant.
Officers at this rank typically hold support positions on starships
and starbases. At this rank, they have begun to prove their ability
to perform acceptably in Starfleet, and typically begin to take on
more senior roles in command situations. Typical posts at this
rank are conn officer, communications officer, or second officer
of a shift (see lieutenant). It is also the rank bestowed on medical
doctors and counselors (but not nurses) upon completion of their
studies and training at Starfleet Medical Academy or elsewhere.
Captain ( DC 23 ) This rank acknowledges the additional time required to become
commissioned
The most senior regular line rank in Starfleet. It is most often
applied to starship and starbase commanders, and the adjutants
and executives serving beneath admirals. This rank is usually
considered a big transition, because it is often the first rank in
which officers run a base of operation (i.e. a starship) more or
less by themselves. The equivalent military rank to Starfleet
captain is colonel.

Ensign
The most junior Starfleet Line rank. It is the rank bestowed on
newly commissioned officers when they graduate from Starfleet
Academy. Ensigns typically begin their careers as the most junior
officers in the department of their chosen specialty. Ensigns who
have strongly distinguished themselves in their academy class or
on duty may sometimes be given posts as main-shift bridge
officers. A typical officer spends approximately three years at the
Commander ( DC 20 ) rank of Ensign. In the original series ensigns had no stripes
The Starfleet line rank immediately inferior to Captain.
Officers at this rank typically hold positions such as space
station commander or first officer of important starships
Enlisted Ranks
The enlisted section of Starfleet has a hierarchy of "noncoms,"
short for non-commissioned officers. These ranks are achieved by
members of Starfleet who have not attended Starfleet Academy.
It should also be noted that the chief rank insignia listed in
2350-2370 was given to Wesley Crusher to signify acting ensign
status, allowing him to serve on bridge staff. Also, in TNG and
TOS there is apparently no insignia for non-coms lower than
chief and those chiefs and above all have the same insignia
Lieutenant Commander ( DC 15 )
The Starfleet line rank immediately inferior to Commander.
Officers with this rank typically hold positions as starship
department heads or, in some cases, as commanding officer or
first officer of a starship
Junior officers Master chief petty officer ( DC 21 )
Senior chief petty officer ( DC 21 )

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 40 >
Also known as "senior chief specialist". maximum rank in a cross-class skill is one-half of this number
(do not round up or
down).
Using Skills: To make a skill check, roll:
1d20 + skill modifier
(Skill modifier = skill rank + ability modifier
Chief petty officer ( DC 18 )
+ miscellaneous modifiers)
This roll works just like an attack roll or a saving throwthe
higher the roll, the better. Either youre trying to match or exceed
a certain Difficulty Class (DC),or youre trying to beat another
characters check result. For instance, to sneak quietly past a
guard,
Skill Ranks: A characters number of ranks in a skill is based
Petty officer first class ( DC 18 )
on how many skill points a character has invested in a skill. Many
Also known as "technician first class", etc. skills can be used even if the character has no ranks in them;
doing this is called making an untrained skill check.
Ability Modifier: The ability modifier used in a skill check is
the modifier for the skills key ability (the ability associated with
the skills use). The key ability of each skill is noted in its
description and on Table 42: Skills.

Petty officer second class ( DC 12 ) Miscellaneous Modifiers: Miscellaneous modifiers


include racial bonuses, armor check penalties, and bonuses
Also known as "specialist second class", etc. provided by feats, among others.
ACQUIRING SKILL RANKS
Ranks indicate how much training or experience your
character has with a given skill. Each of his or her skills has a
rank, from 0 (for a skill in which your character has no training at
all) to a number equal to 3 + character level (for a character who
has increased a skill to its maximum rank). When making a skill
Petty officer third class ( DC 9 ) check, you add your skill ranks to the roll as part of the skill
Also known as "yeoman third class", etc. modifier, so the more ranks you have, the higher your skill check
result will be. Ranks tell you how proficient your are and reflect
your training in a given skill. In general, while anyone can get a
lucky roll, a character with, say, 10 ranks in a given skill has a
higher degree of training and expertise in that skill than a
character with 9 ranks or fewer.

Crewman First Class ( DC 6 ) ACQUIRING SKILLS AT 1ST LEVEL


Follow these two steps to pick skills for your 1st-level character:
1. Determine the number of skill points your character gets. This
Crewman Second Class ( DC 3 ) number depends on his or her class and Intelligence modifier, A
character gets at least 4 skill points (1 4 = 4) at 1st level, even if
Crewman Third Class he or she has an Intelligence penalty. A human gets 4 extra skill
points as a 1st-level character.
2. Spend the skill points. Each skill point you spend on a class

Skills skill gets you 1 rank in that skill. Class skills are the skills found
on your characters class skill list. Each skill point you spend on a
crossclass skill gets your character 1/2 rank in that skill. Cross-
SKILLS SUMMARY
class skills are skills not found on your characters class skill list.
A characters skills represent a variety of abilities. As a character (Half ranks do not improve your skill check, but two 1/2 ranks
advances in level, he or she gets better at using some or all of her make 1 rank.) Your maximum rank in a class skill is 4. In a cross-
skills. class skill, its 2. Spend all your skill points. You cant save them
Getting Skills: A character gets a base allotment of 2, 4, 6, or 8 to spend later.
skill points for each new level, depending on the class to which SKILLS AT HIGHER LEVELS
that level was added. If the character gaining his or her 1st
character level overall (that is, gaining his or her first level in any When your character attains a new level, follow these steps to
class), add his or her Intelligence modifier to the base skill point gain new skills and improve those he or she already has:
allotment for the class and multiply the total by four; then add an 1. Determine the number of skill points your character gets. A
extra 4 points if the character is human. If you buy a class skill character gets at least 1 skill point at each new level, even if he or
your character gets 1 rank (equal to a +1 bonus on checks with she has an Intelligence penalty. A human gets 1 extra skill point
that skill) for each skill point. If you buy other classes skills per level.
(cross-class skills), you get 1/2 rank per skill point. Your
maximum rank in a class skill is your character level + 3. Your
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 41 >
2. You can improve any class skill that youve previously maxed Average (10) Hear an approaching guard (Listen)
out by 1 rank or any cross-class skill that youve previously Tough (15) Rig a wheel to fall off (Disable Device)
maxed out by 1/2 rank. Challenging (20) Swim in stormy water (Swim)
3. If you have not maxed out a skill, you can spend extra skill Formidable (25) Open an average lock (Open Lock)
points on it and increase its rank further. First, find out what your Heroic (30) Leap across a 30-foot chasm (Jump)
characters maximum rank in that skill is. If its a class skill, the Nearly impossible (40) Track a squad of orcs across hard
maximum rank is the characters new level + 3. If its a cross- ground after 24 hours of rainfall(Survival)
class skill, the maximum rank is half of that number (do not
round up or down). You may spend the number of skill points it
takes to max out the skill, provided that you have that many skill Opposed Checks
points to spend.
An opposed check is a check whose success or failure is
4. If you want to pick up a new skill for your character, you can determined by comparing the check result to another characters
spend skill points equal to his or her character level +3. These check result. In an opposed check, the higher result succeeds,
skill points buy 1 rank each if the new skill is a class skill or 1/2 while the lower result fails. In case of a tie, the higher skill
rank each if its a cross-class skill. Regardless of whether a skill modifier wins. If these scores are the same, roll again to break the
is purchased as a class skill or a cross-class skill, if it is a class for tie. For example, to sneak up on someone, you make a Move
any of your classes, your maximum rank equals your total Silently check. Anyone who might hear you can make a Listen
character level +3. check to react to your presence. For the opponent to hear you, his
USING SKILLS or her Listen check result must equal or exceed your Move
Silently check result.
When your character uses a skill, you make a skill check to see
how well he or she does. The higher the result of the skill check,
the better. Based on the circumstances, your result must match or Trying Again
beat a particular number (a DC or the result of an opposed skill In general, you can try a skill check again if you fail, and you can
check) for the check to be successful. The harder the task, the keep trying indefinitely. Some skills, however, have
higher the number you need to roll. Circumstances can affect consequences of failure that must be taken into account. A few
your check. A character who is free to work without distractions skills are virtually useless once a check has failed on an attempt
can make a careful attempt and avoid simple mistakes. A to accomplish a particular task. For most skills, when a character
character who has lots of time can try over and over again, has succeeded once at a given task, additional successes are
thereby assuring the best outcome. If others help, the character meaningless. If a skill carries no penalties for failure, you can
may succeed where otherwise he or she would fail. take 20 and assume that you go at it long enough to eventually
succeed eventually

SKILL CHECKS Untrained Skill Checks


A skill check takes into account a characters training (skill rank), Generally, if your character attempts to use a skill he or she does
natural talent (ability modifier), and luck (the die roll). It may not possess, you make a skill check as normal. The skill modifier
also take into account his or her races knack for doing certain doesnt have a skill rank added in because the character has no
things (racial bonus) or what armor he or she is wearing (armor ranks in the skill. Any other applicable modifiers, such as the
check penalty), or a certain feat the character possesses, among modifier for the skills key ability, are applied to the check. Many
other things. For instance, a character who has the Skill Focus skills can be used only by someone who is trained in them.
feat related to a certain skill gets a +3 bonus on all checks Regardless of your class, ability scores, or experience level. Skills
involving that skill. To make a skill check, roll 1d20 and add your that cannot be used untrained are indicated by a No in the
characters skill modifier for that skill. The skill modifier Untrained column on
incorporates the characters ranks in that skill and the ability Favorable and Unfavorable Conditions
modifier for that skills key ability, plus any other miscellaneous
modifiers that may apply, including racial bonuses and armor Some situations may make a skill easier or harder to use,
check penalties. The higher the result, the better. Unlike with resulting in a bonus or penalty to the skill modifier for a skill
attack rolls and saving throws, a natural roll of 20 on the d20 is check or a change to the DC of the skill check. The DM can alter
not an automatic success, and a natural roll of 1 isnot an the chance of success in four ways to take into account
automatic failure. exceptional circumstances.
1. Give the skill user a +2 circumstance bonus to represent
Difficulty Class conditions that improve performance, such as having the perfect
Some checks are made against a Difficulty Class (DC). The DC is tool for the job, getting help from another character or possessing
a number set by the DM (using the skill rules as a guideline) that unusually accurate information.
you must score as a result on your skill check in order to succeed.
2. Give the skill user a 2 circumstance penalty to represent
For example, climbing the outer wall of a ruined tower may have
conditions that hamper performance, such as being forced to use
a DC of 15. For your character to climb the wall, you must get a
improvised tools or having misleading information.
result of 15 or better on a Climb check. A Climb check is 1d20 +
Climb ranks (if any) + Strength modifier + any other modifiers 3. Reduce the DC by 2 to represent circumstances that make the
that apply. Table 43: Difficulty Class Examples shows some task easier, such as having a friendly audience or doing work that
example DCs for skill checks can be subpar.
4. Increase the DC by 2 to represent circumstances that make the
task harder, such as having an uncooperative audience or doing
Difficulty Class Examples work that must be flawless. Conditions that affect your
Difficulty (DC) Example (Skill Used)
characters ability to perform the skill change the skill modifier.
Conditions that modify how well the character has to perform the
Very easy (0) Notice something large in plain sight (Spot) skill to succeed change the DC. A bonus to the skill modifier and
Easy (5) Climb a knotted rope (Climb) a reduction in the checks DC have the same result: They create a

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 42 >
better chance of success. But they represent different Treat Injury
circumstances, and sometimes that difference is important.
Tumble
Skills list
Balance Skills
Bluff Skills are presented in alphabetical order, in the following format.
Entries that do not apply to a particular skill are omitted in that
Climb skills description.
Computer Use Skill Description Format
Concentration Skill Name (Key Ability) Trained Only; Armor Penalty
Craft The skill name line and the line beneath it include the following
Craft (Chemical) information:
Craft (Electronic) Key Ability: The abbreviation for the ability whose modifier
applies to the skill check. Exceptions: Speak Language and
Craft (Mechanical) Read/Write Language have None given as their key ability
Craft (Pharmaceutical) because the use of these skills never requires a check.
Craft (Structural) Trained Only: If Trained Only appears on the line beneath the
skill name, a character must have at least 1 rank in the skill to use
Craft (Visual Art) it. If Trained Only is omitted, the skill can be used untrained. If
Craft (Writing) any particular notes apply to trained or untrained use, they are
covered in the Special section (see below).
Decipher Script
Armor Penalty: If Armor Penalty appears on the line beneath
Demolitions the skill name, apply the armor penalty for the armor the
Diplomacy character is wearing to checks involving this skill.
Disable Device Check: What a character can do with a successful skill check, and
the checks DC.
Disguise
Try Again?: Any conditions that apply to repeated attempts to use
Drive the skill for a particular purpose. If this entry is omitted, the skill
Escape Artist check can be tried again without any inherent penalty other than
taking additional time.
Forgery
Special: Any particular notes that apply, such as whether a
Gamble
character can take 10 or take 20 when using the skill.
Gather Information
Untrained: Any details about using a skill untrained. If this entry
Handle Animal doesnt appear, it means the skill works the same even when used
untrained, or that an untrained character cant make checks with
Hide
this skill (true for skills that are designated Trained Only).
Intimidate
Time: How much time it takes to make a check with this skill.
Investigate
Jump
Knowledge Balance (Dex) Armor Penalty
Listen Check: The character can walk on a precarious surface. A
Move Silently successful check lets the character move at half his or her speed
along the surface as a move action. A failure indicates that the
Navigate character spends his or her move action keeping his or her
Perform balance and does not move. A failure by 5 or more indicates that
the character falls.
Pilot
The difficulty varies with the conditions of the surface.
Profession
Read/Write Language
Narrow Surface DC* Difficult Surface DC
Repair
712 in. wide 10 Uneven or angled 10
Research
26 in. wide 15 Slippery surface 10
Ride
Less than 2 in. wide 20
Search
Sense Motive
Sleight of Hand *Add +5 to the DC if the narrow surface is slippery or angled;
Speak Language add +10 if it is both slippery and angled.

Spot Being Attacked While Balancing: While balancing, the character


is flat-footed (the character loses his or her Dexterity bonus to
Survival Defense, if the character has one), unless the character has 5 or
Swim
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 43 >
more ranks in Balance. If the character takes damage, he or she its almost too incredible
must make a Balance check again to remain standing. +20
to consider.
Accelerated Movement: The character can try to cross a
precarious surface more quickly than normal. The character can A bluff is not the same thing as a lie. A bluff is a quick
move his or her full speed, but the character takes a 5 penalty on prevarication intended to distract, confuse, or mislead, generally
his or her Balance check. (Moving twice the characters speed in only for the short term. A bluff is not intended to withstand long-
a round requires two checks, one for each move action.) term or careful scrutiny, but rather to momentarily deter an action
or decision. Bluffs involve attitude and body language. Bluffs
The character can attempt to charge across a precarious surface. often include lies, but they usually arent very sophisticated and
Charging requires one Balance check at a 5 penalty for each
arent intended to deceive the target for more than a few
multiple of the characters speed (or fraction thereof) that the moments.
character charges.
A lie, on the other hand, is a simple misrepresentation of the
Special: A character can take 10 when making a Balance check, facts. Body language and attitude arent a big part of
but cant take 20.
communication. The lie may be very sophisticated and well
A character with the Focused feat gets a +2 bonus on all Balance thought-out, and is intended to deceive a character at least until
checks. he or she discovers evidence to the contrary. A character should
not make a Bluff check every time he or she utters a lie.
Time: Balancing while moving one-half the characters speed is a
move action. Feinting in Combat: A character can also use Bluff to mislead an
opponent in combat so that the opponent cant dodge the
Accelerated movement, allowing the character to balance while
characters attack effectively. If the character succeeds, the next
moving his or her full speed, is also a move action.
attack the character makes against the target ignores his or her
Dexterity bonus to Defense (if the opponent has one), thus
lowering his or her Defense score. Using Bluff in this way against
a creature of animal intelligence (Int 1 or 2) requires a 8 penalty
on the check. Against a nonintelligent creature, feinting is
Bluff (Cha) impossible.
Check: A Bluff check is opposed by the targets Sense Motive Creating a Diversion to Hide: A character can use Bluff to help
check when trying to con or mislead. Favorable and unfavorable him or her hide. A successful Bluff check gives the character the
circumstances weigh heavily on the outcome of a bluff. Two momentary diversion needed to attempt a Hide check while
circumstances can work against the character: The bluff is hard to people are aware of the character. (See the Hide skill)
believe, or the action that the bluff requires the target to take goes Sending a Secret Message: A character can use Bluff to send and
against the targets self-interest, nature, personality, or orders. understand secret messages while appearing to be speaking about
If its important, the GM can distinguish between a bluff that fails other things. The DC for a basic message is 10. Complex
because the target doesnt believe it and one that fails because it messages or messages trying to communicate new information
asks too much of the target. For instance, if the target gets a +10 have DCs of 15 or 20. Both the sender and the receiver must
bonus because the bluff demands something risky of the target, make the check for the secret message to be successfully relayed
and the targets Sense Motive check succeeds by 10 or less, then and understood.
the target didnt so much see through the bluff as prove reluctant Anyone listening in on a secret message can attempt a Sense
to go along with it. If the targets Sense Motive check succeeds Motive check (DC equal to the senders Bluff check result). If
by 11 or more, he has seen through the bluff, and would have successful, the eavesdropper realizes that a secret message is
succeeded in doing so even if it had not placed any demand on contained in the communication. If the eavesdropper beats the
him (that is, even without the +10 bonus). DC by 5 or more, he or she understands the secret message.
A successful Bluff check indicates that the target reacts as the Whether trying to send or intercept a message, a failure by 5 or
character wishes, at least for a short time (usually 1 round or more points means that one side or the other misinterprets the
less), or the target believes something that the character wants message in some fashion.
him or her to believe. A bluff requires interaction between the
character and the target. Targets unaware of the character cant be Try Again?: Generally, a failed Bluff check makes the target too
bluffed. suspicious for the character to try another bluff in the same
circumstances. For feinting in combat, the character may try
Sense again freely.
Example Circumstances Motive
Modifier Special: A character can take 10 when making a bluff (except for
feinting in combat), but cant take 20. A character with the
The target wants to Deceptive feat gets a +2 bonus on all Bluff checks.
5
believe the character.
Time: A bluff takes at least 1 round (and is at least a full-round
The bluff is believable and action) but can take much longer if the character tries something
doesnt affect the target elaborate. Using Bluff as a feint in combat is an attack action.
much one way or the +0 You can use the Bluff skill to feint in starship combat.
other.
Check: With a successful Bluff check, you mislead another
The bluff is a little hard to starship so that it cant dodge your attack effectively. This check
believe or puts the target is opposed by the target pilots Sense Motive check. If you
+5
at some kind of risk. succeed, the next attack your starship makes against the target
ignores its pilots Dexterity bonus to Defense (if it has one), thus
The bluff is hard to lowering the targets Defense score.
believe or entails a large
+10 You cannot use this tactic against a starship thats flying on
risk for the target.
autopilot.
The bluff is way out there; Using Bluff as a feint in starship combat is an attack action.
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 44 >
Special: If you have the Starship Feint feat, you gain a +2 bonus
on Bluff checks when using the skill to feint in starship combat. such as a rugged cliff face.

Any surface with adequate handholds and footholds


Climb (Str) Armor Penalty 15
(natural or artificial), such as a rough natural rock
surface, a tree, or a chain-link fence. An unknotted
Check: With each successful Climb check, the character can rope. Pulling yourself up when dangling by your
advance up, down, or across a slope or a wall or other steep hands.
incline (or even a ceiling with handholds).
A slope is considered to be any incline of less than 60 degrees; a An uneven surface with just a few narrow handholds
wall is any incline of 60 degrees or steeper. A failed Climb check and footholds, such as a coarse masonry wall or a
20
indicates that the character makes no progress, and a check that sheer cliff face with a few crevices and small
fails by 5 or more means that the character falls from whatever toeholds.
height he or she had already attained (unless the character is
secured with some kind of harness or other equipment). A rough surface with no real handholds or footholds,
25
The DC of the check depends on the conditions of the climb. If such as a brick wall.
the climb is less than 10 feet, reduce the DC by 5.
Since the character cant move to avoid an attack, he or she is 25 Overhang or ceiling with handholds but no footholds.
flat-footed while climbing (the character loses any Dexterity
bonus to Defense). A perfectly smooth, flat, vertical surface cant be

Any time the character takes damage while climbing, make a climbed.
Climb check against the DC of the slope or wall. Failure means
the character falls from his or her current height and sustains the Climbing inside an air duct or other location where
appropriate falling damage. 10* one can brace against two opposite walls (reduces
Accelerated Climbing: A character can try to climb more quickly normal DC by 10).
than normal. The character can move his or her full speed, but the
character takes a 5 penalty on his or her Climb check. (Moving Climbing a corner where a character can brace against
twice the characters speed in a round requires two checks, one 5*
perpendicular walls (reduces normal DC by 5).
for each move action.)
Making Handholds and Footholds: A character can make +5* Surface is slippery (increases normal DC by 5).
handholds and footholds by pounding pitons into a wall. Doing so
takes 1 minute per piton, and one piton is needed per 3 feet. As
with any surface with handholds and footholds, a wall with pitons *These modifiers are cumulative; use any that apply.
in it has a DC of 15. In similar fashion, a climber with an ice axe
or other proper implement can cut handholds or footholds in an Time: Climbing at one-half your speed is a full-round action.
ice wall. Moving half that far (one-fourth the characters speed) is a move
action.
Catching Yourself When Falling: Its practically impossible for a
character to catch him or herself on a wall while falling. Make a Accelerated climbing, allowing the character to climb at his or
Climb check (DC equal to walls DC + 20) to do so. A slope is her full speed, is a full-round action. A character can move half
relatively easier to catch on (DC equal to slopes DC + 10). that far (one-half his or her speed) as a move action.

Special: Someone using a rope can haul a character upward (or


lower the character) by means of sheer strength. Use two times a
characters maximum load to determine how much weight he or Computer Use (Int)
she can lift.
Check: Most normal computer operations dont require a
A character can take 10 while climbing, but cant take 20. Computer Use check (though a character might have to make a
A character without climbing gear takes a 4 penalty on Climb Research check; see the Research skill description). However,
checks. At the GMs discretion, certain kinds of climbing searching an unfamiliar network for a particular file, writing
attempts might require only a rope or some other implement, or computer programs, altering existing programs to perform
even just ones hands and feet, rather than a full set of climbing differently (better or worse), and breaking through computer
gear to avoid the penalty. security are all relatively difficult and require skill checks.

A character with the Athletic feat gets a +2 bonus on all Climb Find File: This skill can be used for finding files or data on an
checks. unfamiliar system. The DC for the check and the time required
are determined by the size of the site on which the character is
searching.
Finding public information on the Internet does not fall under this
category; usually, such a task requires a Research check. This
DC Example Wall or Surface or Task application of the Computer Use skill only pertains to finding
files on private systems with which the character is not familiar.
0 A slope too steep to walk up. Size of Site DC Time

5 A knotted rope with a wall to brace against. Personal computer 10 1 round

10 A rope with a wall to brace against. A knotted rope. A Small office network 15 2 rounds

surface with sizable ledges to hold on to and stand on,

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 45 >
the site on the net. The second is a check to defeat computer
Large office network 20 1 minute
security (see the Computer Use skill description). Once a
character has succeeded in both checks, the character has
Massive corporate network 25 10 minutes
accessed the site.

Defeat Computer Security: This application of Computer Use Locate What Youre Looking For: To find the data (or
cant be used untrained. The DC is determined by the quality of application, or remote device) the character wants, make a
the security program installed to defend the system. If the check Computer Use check. See Find File under the skill description.
is failed by 5 or more, the security system immediately alerts its Defeat File Security: Many networks have additional file
administrator that there has been an unauthorized entry. An security. If thats the case, the character needs to make another
alerted administrator may attempt to identify the character or cut check to defeat computer security.
off the characters access to the system.
Do Your Stuff: Finally, the character can actually do what he or
Sometimes, when accessing a difficult site, the character has to she came to do. If the character just wants to look at records, no
defeat security at more than one stage of the operation. If the additional check is needed. (A character can also download data,
character beats the DC by 10 or more when attempting to defeat although that often takes several roundsor even several
computer security, the character automatically succeeds at all minutes, for especially large amounts of informationto
subsequent security checks at that site until the end of the complete.) Altering or deleting records sometimes requires yet
characters session (see Computer Hacking below). another check to defeat computer security. Other operations can
be carried out according to the Computer Use skill description.
Level of Security DC
Defend Security: If the character is the system administrator for a
site (which may be as simple as being the owner of a laptop), he
Minimum 20
or she can defend the site against intruders. If the site alerts the
character to an intruder, the character can attempt to cut off the
Average 25 intruders access (end the intruders session), or even to identify
the intruder.
Exceptional 35 To cut off access, make an opposed Computer Use check against
the intruder. If the character succeeds, the intruders session is
Maximum 40 ended. The intruder might be able to defeat the characters
security and access his or her site again, but the intruder will have
Computer Hacking to start the hacking process all over. Attempting to cut off access
takes a full round.
Breaking into a secure computer or network is often called
hacking. One surefire way to prevent further access is to simply shut the
site down. With a single computer, thats often no big dealbut
When a character hacks, he or she attempts to invade a site. A site on a large site with many computers (or computers controlling
is a virtual location containing files, data, or applications. A site functions that cant be interrupted), it may be time-consuming or
can be as small as a single computer, or as large as a corporate even impossible.
network connecting computers and data archives all over the
worldthe important thing is that access to the site connects the To identify the intruder, make an opposed Computer Use check
user to everything within it. Some sites can be accessed via the against the intruder. If the character succeeds, the character learns
Internet; others are not connected to any outside network and can the site from which the intruder is operating (if its a single
only be tapped into by a user who physically accesses a computer computer, the character learns the name of the computers
connected to the site. owner). Identifying the intruder requires 1 minute and is a
separate check from cutting off access. This check can only be
Every site is overseen by a system administratorthe person in made if the intruder is accessing the characters site for the entire
charge of the site, and who maintains its security. Often, the length of the checkif the intruders session ends before the
system administrator is the only person with access to all of a character finishes the check, the character automatically fails.
sites functions and data. A site can have more than one system
administrator; large sites have a system administrator on duty at Degrade Programming: A character can destroy or alter
all times. A character is the system administrator of his or her applications on a computer to make use of that computer harder
personal computer. or impossible. The DC for the attempt depends on what the
character tries to do. Crashing a computer simply shuts it down.
When a character hacks into a site, the visit is called a session. Its user can restart it without making a skill check (however,
Once a character stops accessing the site, the session is over. The restarting takes 1 minute). Destroying programming makes the
character can go back to the site in the future; when he or she computer unusable until the programming is repaired. Damaging
does, its a new session. Several steps are required to hack into a programming imposes a 4 penalty on all Computer Use checks
site: made with the computer (sometimes this is preferable to
Covering Tracks: This step is optional. By making a Computer destroying the programming, since the user might not know that
Use check (DC 20), a character can alter his or her identifying anything is wrong, and wont simply decide to use a different
information. This imposes a 5 penalty on any attempt made to computer).
identify the character if his or her activity is detected. A character can degrade the programming of multiple computers
Access the Site: There are two ways to do this: physically or over at a single site; doing so adds +2 to the DC for each additional
the Internet. computer.
Physical Access: A character gains physical access to the Scope of Alteration DC Time
computer, or a computer connected to the site. If the site being
hacked is not connected to the Internet, this is probably the only
way a character can access it. A variety of skill checks may be Crash computer 10 1 minute
required, depending on the method used to gain access.
Destroy programming 15 10 minutes
Internet Access: Reaching a site over the net requires two
Computer Use checks. The first check (DC 10) is needed to find

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 46 >
distortion to ensure a message reaches its intended destination
Damage programming 20 10 minutes
requires a successful Computer Use check (DC 20).

Fixing the degraded programming requires 1 hour and a The following applications of the Computer Use skill cant be
Computer Use check against a DC equal to the DC for degrading used untrained:
it + 5. Jam Transmission: This skill can be used to prevent a ship or
Write Program: A character can create a program to help with a facility from receiving an incoming transmission. An opposed
specific task. Doing so grants the character a +2 circumstance Computer Use check between the individual receiving the
bonus to the task. message and the individual attempting to jam the message
determines whether or not the message gets through. If an
A specific task, in this case, is one type of operation with one unmanned computer receives the transmission, jamming the
target. transmission requires a Computer Use check (DC 15).
The DC to write a program is 20; the time required is 1 hour. Scramble/Unscramble Transmission: Computer Use can be used
Operate Remote Device: Many devices are computer-operated to scramble a transmission. This is done with an opposed
via remote links. If the character has access to the computer that Computer Use check between the individual sending the message
controls such systems, the character can either shut them off or and anyone attempting to intercept or unscramble it.
change their operating parameters. The DC depends on the nature Time: Scrambling or unscrambling a transmission are all full-
of the operation. If the character fails the check by 5 or more, the round actions. Conducting an active sensor scan or
system immediately alerts its administrator that there has been an sending/jamming a transmission is a move action.
unauthorized use of the equipment. An alerted administrator may
attempt to identify the character or cut off his or her access to the
system.
Concentration (Con)
Type of Operation DC Time
Check: A character makes a Concentration check whenever he or
she may potentially be distracted while engaged in some action
Shut down passive remote that requires his or her full attention (such as making a Disable
(including cameras and door 20 1 round per remote
locks)
Device or Treat Injury check). Situations such as taking damage,
working in a bouncing vehicle, or dealing with severe weather
Shut down active remote can require a character to make a Concentration check.
(including motion detectors and 25 1 round per remote
alarms) If the Concentration check succeeds, the character may continue
Reset parameters 30 1 minute per remote
with the action. If the Concentration check fails, the action
automatically fails (with the appropriate ramifications, if any),
Change passcodes 25 1 minute and the action is wasted. A successful Concentration check still
doesnt allow a character to take 10 when in a stressful situation;
Hide evidence of alteration +10 1 minute
he or she must roll the check as normal.
Minimum security 5
The check DC depends on the nature of the distraction.
Exceptional security +10 Try Again?: Yes, though a success doesnt cancel the effects of a
Maximum security +15
previous failure, such as the disruption of an action that was
being concentrated on.
Special: A character can take 10 when using the Computer Use Special: A character can use Concentration to avoid attacks of
skill. A character can take 20 in some cases, but not in those that opportunity when attempting a skill check that normally provokes
involve a penalty for failure. (A character cannot take 20 to defeat attacks of opportunity. The DC to do so is 15.
computer security or defend security.)
If the Concentration check succeeds, the character may attempt
A character with the Gearhead feat gets a +2 bonus on all the action normally without incurring any attacks of opportunity.
Computer Use checks. If the Concentration check fails, the related check automatically
Time: Computer Use requires at least a full-round action. The fails just as if the characters concentration had been disrupted by
GM may determine that some tasks require several rounds, a few a distraction. The character does not provoke attacks of
minutes, or longer, as described above. opportunity, however.
This use of Concentration applies only to skill checks. It does not
In addition to all the standard uses, this skill can be used to apply to other actions that normally provoke attacks of
operate shipboard sensors as well as send, jam, scramble, and opportunity, such as movement or making unarmed attacks.
unscramble transmissions sent through space or across
dimensions. A character with the Focused feat gets a +2 bonus on all
Concentration checks.
Check: The following applications of the Computer Use skill can
be used untrained: The concentration skill has further uses for characters using
magic or psionics.
Conduct Active Sensor Scan: Using a starships sensors to
analyze another ship or object in sensory range requires a Time: Making a Concentration check doesnt require an action; it
Computer Use check (DC 15). An active sensor scan conducted is either a reaction (when attempted in response to a distraction)
over a vast distance (for example, across a star system) or or part of another action (when attempted actively).
subjected to some form of disturbance (such as interference from
a solar flare) applies a 5 or higher penalty on the check.
Distraction DC
Send Transmission: Routine communications (hailing a nearby
ship, using a subspace or dimensional transceiver, and so on) are Damaged during the action 1 10 + damage dealt
accomplished with a Computer Use check (DC 10).
Taking continuous damage during the action 2 10 + half of continuous damage last dealt
Communications sent over incredibly long distances (such as
between star systems) are subject to distortion; correcting that Vigorous motion (bouncy vehicle ride, small boat in 10

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 47 >
rough water, below decks in a storm-tossed ship, 1 Such as an activity that requires more than a single full-round action. Also from an attack of
riding a horse) opportunity or readied attack made in response to the action being taken (for activities requiring
no more than a full-round action).
2 Such as from catching on fire.
Violent motion (very rough vehicle ride, small boat
in rapids, on deck of storm-tossed ship, galloping 15
horse)

Extraordinarily violent motion (earthquake) 20

Entangled in net or snare 15

Grappling or pinned 20

Weather is a high wind carrying blinding rain or


5
sleet

Weather is wind-driven hail, dust, or debris 10

Acids and Bases: Acids are corrosives substances. Bases


neutralize acids but do not deal damage. A base of a certain type
counteracts an acid of the same type or a less potent type.
Craft (Int)
This skill encompasses several categories, each of them treated as
a separate skill: Craft (chemical), Craft (electronic), Craft
(mechanical), Craft (pharmaceutical), Craft (structural), Craft
(visual arts), and Craft (writing). Craft DCs
Craft skills are specifically focused on creating objects. To use a
Purchase
Craft skill effectively, a character must have a kit or some other Type of Acid
DC
Acid Base Time

Mild (1d6/1d10)1 8 15 10 1 min.

Potent (2d6/2d10) 12 20 15 30 min.

Concentrated (3d6/3d10) 16 30 20 1 hr.

1
The dice rolls in parentheses are typical contact damage/immersion damage caused per round
of immersion.

Explosives: Building an explosive from scratch is dangerous. If


the Craft (chemical) check fails, the raw materials are wasted. If
the check fails by 5 or more, the explosive compound detonates
as it is being made, dealing half of its intended damage to the
builder and anyone else in the burst radius.
If the check succeeds, the final product is a solid material, about
the size of a brick. An explosive compound does not include a
fuse or detonator. Connecting a fuse or detonator requires a
set of basic tools. The purchase DC of this equipment varies Demolitions check.
according to the particular Craft skill. Type of Scratch-Built Purchase Craft Reflex DC (save for
Time
Explosive DC DC half damage)
To use Craft, first decide what the character is trying to make and
consult the category descriptions below. Make a Wealth check Improvised (1d6/5 feet) 1 6 10 10 1 round
against the given purchase DC for the object to see if the
Simple (2d6/5 feet) 12 15 12 10 min.
character succeeds in acquiring the raw materials. If the character
succeeds at that check, make the Craft check against the given Moderate (4d6/10 feet) 16 20 12 1 hr.
DC for the object in question. If the character fails the check, he
or she does not make the object, and the raw materials are wasted Complex (6d6/15 feet) 20 25 15 3 hr.
(unless otherwise noted).
Powerful (8d6/20 feet) 25 30 15 12 hr.
Generally, a character can take 10 when using a Craft skill to
construct an object, but cant take 20 (since doing so represents Devastating (10d6/25 feet) 30 35 18 24 hr.
multiple attempts, and the character uses up the raw materials
1The figures in parentheses are typical damage/burst radius for each type of explosive.
after the first attempt). The exception is Craft (writing); a Scratch built explosives deal concussion damage.
character can take 20 because the character does not use up any
raw materials (and thus no Wealth check is required to use the Poisonous Substances: Solid poisons are usually ingested. Liquid
skill). poisons are most effective when injected directly into the
bloodstream. Gaseous poisons must be inhaled to be effective.
The table below summarizes the characteristics of various
Craft (Chemical) (Int) Trained Only poisons.
This skill allows a character to mix chemicals to create acids, Save DC: The Difficulty Class of the Fortitude save to negate the
bases, explosives, and poisonous substances. effects of the poison.
Initial Damage: The damage a character takes immediately upon
failing his or her Fortitude save.

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 48 >
Secondary Damage: The damage a character takes after 1 minute Paris green (solid)
Inges
14
1d4
1d4 Con 9
Res
24 4 hr.
ted Con (+2)
of exposure to the poison if the character fails a second saving
throw. Ability score damage is temporary, unless marked with an Paralysis
Injur Lic
asterisk, in which case the damage is permanent ability drain. Puffer poison (fish)
y
13 1d6 Str 2d6 13
(+1)
n/a n/a
minutes
Unconsciousness lasts for 1d3 hours, and paralysis lasts 2d6
minutes. Injur 1d6 Lic
Rattlesnake venom 12 1d6 Con 12 n/a n/a
y Con (+1)
Purchase DC: The DC for the Wealth check necessary to obtain
the raw materials to craft the poison, or to purchase one bottle of Sarin nerve gas
Inhal
18
1d4
2d4 Con 15
Illega
30 15 hr.
ed Con l (+4)
solid or liquid poison or one high-pressure cylinder of gaseous
poison. A bottle holds four doses, while a cylinder holds enough Scorpion/tarantula Injur Lic
11 1d2 Str 1d2 Str 12 n/a n/a
gas to fill a 10-foot-radius area. venom y (+1)

Restriction: The restriction rating for the poison, if any, and the Strychnine
Injur
19
1d3
2d4 Con 9
Res
23 4 hr.
y Dex (+2)
appropriate black market purchase DC modifier. Remember to
apply this modifier to the purchase DC when making a Wealth Nauseat
Inhal Res
check to acquire the poison on the black market. Tear gas
ed
15 ed 1d6 9
(+2)
21 4 hr.
rounds
Craft DC: The DC of the Craft check to create a quantity of the
Inhal 1d6 Illega
poison. VX nerve gas
ed
22
Con
2d6 Con 21
l (+4)
42 48 hr.

Time: The amount of time required for the Craft check. 1 Chloroform gives off vapor that causes unconsciousness. Applying chloroform to an unwilling
If the Craft check succeeds, the final product is a synthesized subject requires a successful grapple check and pin.
n/a: Certain poisons cant be made with the Craft skill. Instead, such a poison must be obtained
solid or liquid poison stored in a bottle (containing 4 doses) or a by extracting it from the creature in question.
gas stored in a pressurized cylinder. When released, the gas is
sufficient to fill a 10-foot-radius area and takes 1 round to fill the Special: A character without a chemical kit takes a 4 penalty on
area. Craft (chemical) checks.
A character with the Builder feat gets a +2 bonus on all Craft
Table: Poisons (chemical) checks.

Save
Initial Seconda Purch
Restr Craf
Craft (Electronic) (Int) Trained Only
Poison Type
DC
Damag ry ase
iction t DC
Time
e Damage DC This skill allows a character to build electronic equipment from
scratch, such as audio and video equipment, timers and listening
Inges Res
Arsenic
ted
15 1d4 Str 2d4 Con 9
(+2)
24 4 hr. devices, or radios and communication devices.

Injur 1d6 Res


When building an electronic device from scratch, the character
Atropine 13 1d6 Str 3 14 1 hr.
y Dex (+2) describes the kind of device he or she wants to construct; then the
Gamemaster decides whether the device is simple, moderate,
Injur Lic
Belladonna (plant)
y
18 1d6 Str 2d6 Str 14
(+1)
n/a n/a complex, or advanced compared to current technology.

Injur 1d2 Res Type of Scratch-Built Electronics (Examples) Purchase DC Craft DC Time
Blue vitriol 12 1d2 Con 3 9 1 hr.
y Con (+2)

Blue-ringed octopus Injur 1d4 Lic Simple (timer or detonator) 8 15 1 hr.


15 1d4 Con 14 n/a n/a
venom y Con (+1)

Unconsc Moderate (radio direction finder, electronic


12 20 12 hr.
Inges 1d6 iousness Res lock)
Chloral hydrate 18 12 28 8 hr.
ted Dex 1d3 (+2)
hours
Complex (cell phone) 16 25 24 hr.
Uncons
Inhal ciousne Res
Chloroform1 ed
17
ss 1d3
9
(+2)
24 4 hr.
Advanced (computer) 22 30 60 hr.
hours

Curare (plant)
Injur
18
2d4
2d4 Wis 15
Res
n/a n/a
Special: A character without an electrical tool kit takes a 4
y Dex (+2) penalty on Craft (electronic) checks.
Cyanide
Injur
16
1d6
2d6 Con 15
Mil
31 15 hr. A character with the Builder feat gets a +2 bonus on all Craft
y Con (+3)
(electronic) checks.
Inhal 1d4 Mil
Cyanogen 19 2d4 Con 12 28 8 hr.
ed Dex (+3)

Inhal Lic Craft (Mechanical) (Int) Trained Only


DDT 17 1d2 Str 1d4 Str 9 20 4 hr.
ed (+1)
This skill allows a character to build mechanical devices
Unconsc from scratch, including engines and engine parts, weapons,
Inhal 1d3 iousness Res
Knockout gas
ed
18
Dex 1d3
12
(+2)
26 8 hr. armor, and other gadgets. When building a mechanical
hours device from scratch, the character describes the kind of
device he or she wants to construct; then the Gamemaster
Inhal Res
Lead arsenate (gas)
ed
12 1d2 Str 1d4 Con 6
(+2)
17 2 hr. decides if the device is simple, moderate, complex, or
advanced compared to current technology.
Inges 1d2 Res
Lead arsenate (solid) 12 1d4 Con 6 18 2 hr.
ted Con (+2)
Type of Scratch-Built
Mechanical Device Purchase DC Craft DC Time
Inhal 1d4 Mil (Examples)
Mustard gas 17 2d4 Con 12 26 8 hr.
ed Con (+3)

Inhal 1d2 Res Simple (tripwire trap) 5 15 1 hr


Paris green (gas) 14 1d4 Con 9 20 4 hr.
ed Con (+2)

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 49 >
Gamemaster decides if the structure is simple, moderate,
Moderate (engine
component, light armor)
12 20 12 hr. complex, or advanced in scope and difficulty.
Special: A character without a mechanical tool kit takes a 4
Complex (automobile penalty on Craft (structural) checks.
engine, 9mm autoloader 16 25 24 hr.
handgun)
A character with the Builder feat gets a +2 bonus on all Craft
(structural) checks.
Advanced (jet engine) 20 30 60 hr.

Special: A character without a mechanical tool kit takes a Craft (Visual Art) (Int)
4 penalty on Craft (mechanical) checks.
This skill allows a character to create paintings or drawings, take
A character with the Builder feat gets a +2 bonus on all photographs, use a video camera, or in some other way create a
Craft (mechanical) checks. work of visual art.
When attempting to create a work of visual art, the character
simply makes a Craft (visual art) check, the result of which
Craft (Pharmaceutical) (Int) Trained Only
determines the quality of the work.
This skill allows a character to compound medicinal drugs to aid
Unless the effort is particularly elaborate or the character must
in recovery from treatable illnesses. A medicinal drug gives a +2
acquire an expensive piece of equipment, the basic components
circumstance bonus on Fortitude saves made to resist the effects
have a purchase DC of 5.
of a disease.
The Craft (pharmaceutical) check is based on the severity of the Skill Check Result Effort Achieved
disease to be countered as measured by the DC of the Fortitude
save needed to resist it. 9 or lower Untalented amateur

Disease
1019 Talented amateur
Fortitude Save Purchase DC Craft DC Time
DC
2024 Professional
14 or lower 5 15 1 hr.
2530 Expert
1518 10 20 3 hr.
31 or higher Master
1922 15 25 6 hr.
Creating a work of visual art requires at least a full-round action,
23 or higher 20 30 12 hr. but usually takes an hour, a day, or more, depending on the scope
of the project.
Special: A character without a pharmacist kit takes a 4 penalty Special: A character with the Creative feat gets a +2 bonus on all
on Craft (pharmaceutical) checks. Craft (visual art) checks.
A character with the Medical Expert feat gets a +2 bonus on all
Craft (pharmaceutical) checks.

Craft (Structural) (Int)


This skill allows a character to build wooden, concrete, or metal
Craft (Writing) (Int)
structures from scratch, including bookcases, desks, walls, This skill allows a character to create short stories, novels, scripts
houses, and so forth, and includes such handyman skills as and screenplays, newspaper articles and columns, and similar
plumbing, house painting, drywall, laying cement, and building works of writing.
cabinets.
When creating a work of writing, the player simply makes a Craft
(writing) check, the result of which determines the quality of the
work.
No Wealth check is necessary to use this Craft skill.
Type of Scratch-
Built Structure Purchase DC Craft DC Time
(Examples) Skill Check Result Effort Achieved

Simple (bookcase, 9 or lower Untalented amateur


5 15 12 hr.
false wall)

1019 Talented amateur


Moderate
(catapult, shed, 10 20 24 hr.
house deck) 2024 Professional

Complex 2530 Expert


(bunker, domed 15 25 60 hr.
ceiling)
31 or higher Master

Advanced (house) 20 30 600 hr.


Creating a work of writing requires at least 1 hour, but usually
takes a day, a week, or more, depending on the scope of the
When building a structure from scratch, the character describes
project.
the kind of structure he or she wants to construct; then the

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 50 >
Special: A character with the Creative feat gets a +2 bonus on all A character with the Cautious feat and at least 1 rank in this skill
Craft (writing) checks. gets a +2 bonus on all Demolitions checks.
A character without a demolitions kit takes a 4 penalty on
Decipher Script (Int) Trained Only Demolitions checks.
Check: A character can decipher writing in an ancient language Making an explosive requires the Craft (chemical) skill. See that
or in code, or interpret the meaning of an incomplete text. The skill description for details.
base DC is 20 for the simplest messages, 25 for standard codes,
Time: Setting a detonator is usually a full-round action. Placing
and 30 or higher for intricate or complex codes or exotic
an explosive device takes 1 minute or more, depending on the
messages. Helpful texts or computer programs can provide a
scope of the job.
bonus (usually a +2 circumstance bonus) on the check, provided
they are applicable to the script in question.
If the check succeeds, the character understands the general
Diplomacy (Cha)
content of a piece of writing, reading about one page of text or its Check: A character can change others attitudes with a successful
equivalent in 1 minute. If the check fails, the GM makes a check (see the table below. In negotiations, participants roll
Wisdom check (DC 10) for the character to see if he or she opposed Diplomacy checks to see who gains the advantage.
avoids drawing a false conclusion about the text. (Success means Opposed checks also resolve cases where two advocates or
that the character does not draw a false conclusion; failure means diplomats plead opposing cases before a third party.
that the character does.)
Diplomacy can be used to influence a GM characters attitude.
The GM secretly makes both the skill check and the Wisdom The GM chooses the characters initial attitude based on
check so the character cant tell whether the conclusion drawn is circumstances. Most of the time, the people the heroes meet are
accurate or not. indifferent toward them, but a specific situation may call for a
different initial attitude. The DCs given in the accompanying
Try Again?: No, unless conditions change or new information is
table show what it takes to change someones attitude with the
uncovered.
use of the Diplomacy skill. The character doesnt declare a
Special: A character can take 10 when making a Decipher Script specific outcome he or she is trying for; instead, make the check
check, but cant take 20. and compare the result to the table on the next page.
A character with the Studious feat gets a +2 bonus on all Try Again?: Generally, trying again doesnt work. Even if the
Decipher Script checks. initial check succeeds, the other character can only be persuaded
so far. If the initial check fails, the other character has probably
Time: Decipher Script takes 1 minute or more, depending on the
become more firmly committed to his or her position, and trying
complexity of the code.
again is futile.

Demolitions (Int) Trained Only Special: A character can take 10 when making a Diplomacy
check, but cant take 20.
Check: Setting a simple explosive to blow up at a certain spot
A character with the Trustworthy feat gets a +2 bonus on all
doesnt require a check, but connecting and setting a detonator
Diplomacy checks.
does. Also, placing an explosive for maximum effect against a
structure calls for a check, as does disarming an explosive device. Time: Diplomacy is at least a full-round action. The GM may
determine that some negotiations require a longer period of time.
Set Detonator: Most explosives require a detonator to go off.
Connecting a detonator to an explosive requires a Demolitions
Attitude Means Possible Actions
check (DC 10). Failure means that the explosive fails to go off as
planned. Failure by 10 or more means the explosive goes off as
Will take risks to hurt or avoid
the detonator is being installed. Hostile
you
Attack, interfere, berate, flee

A character can make an explosive difficult to disarm. To do so,


the character chooses the disarm DC before making his or her Unfriendly Wishes you ill
Mislead, gossip, avoid, watch suspiciously,
insult
check to set the detonator (it must be higher than 10). The
characters DC to set the detonator is equal to the disarm DC.
Indifferent Doesnt much care Act as socially expected
Place Explosive Device: Carefully placing an explosive against a
fixed structure (a stationary, unattended inanimate object) can
Friendly Wishes you well Chat, advise, offer limited help, advocate
maximize the damage dealt by exploiting vulnerabilities in the
structures construction.
Helpful Will take risks to help you Protect, back up, heal, aid
The GM makes the check (so that the character doesnt know
exactly how well he or she has done). On a result of 15 or higher,
the explosive deals double damage to the structure against which
it is placed. On a result of 25 or higher, it deals triple damage to Initial
New Attitude
the structure. In all cases, it deals normal damage to all other Attitude
targets within its burst radius.
Friendl
Disarm Explosive Device: Disarming an explosive that has been Hostile Unf. Indif.
y
Helpful
set to go off requires a Demolitions check. The DC is usually 10,
unless the person who set the detonator chose a higher disarm
Hostile 19 or less 20 25 35 45
DC. If the character fails the check, he or she does not disarm the
explosive. If the character fails by more than 5, the explosive
Unfriendly 4 or less 5 15 25 35
goes off.
Special: A character can take 10 when using the Demolitions Indifferent 0 or less 1 15 25
skill, but cant take 20.
Friendly 0 or less 1 15

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 51 >
Bribery and Diplomacy minutes and an electrical tool kit, and increases the DC of the
check by +10.
Bribe Purchase
Target DC
Device Type (Example) DC

Bouncer 6
Cheap (home door alarm) 20

Bureaucrat 10
Average (store security camera) 25

Informant 7
High quality (art museum motion
30
detector)

Police
10
officer
High security (bank vault alarm) 35

Offering money or another form of favor can, in the right Ultrahigh security (motion detector at
40
situation, improve a characters chances with a Diplomacy skill Area 51)
check. Bribery allows a character to circumvent various official
obstacles when a person in a position of trust or authority is Traps and Sabotage: Disabling (or rigging or jamming) a simple
willing to accept such an offering. mechanical device has a DC of 10. More intricate and complex
An illegal act, bribery requires two willing participantsone to devices have higher DCs. The GM rolls the check. If the check
offer a bribe and the other to accept it. When a character requires succeeds, the character disables the device. If the check fails by 4
a bribe to render services, then a heros Diplomacy check or less, the character has failed but can try again. If the character
automatically fails if a bribe isnt attached to it. If a bribe isnt fails by 5 or more, something goes wrong. If its a trap, the
required, a hero can add a bribe to get a bonus on his or her skill character springs it. If its some sort of sabotage, the character
check. This can backfire, as some characters will be insulted by a thinks the device is disabled, but it still works normally.
bribe offer (their attitude changes one step for the worse) and A character can rig simple devices to work normally for a while
others will report the hero to the proper authorities. and then fail some time later (usually after 1d4 rounds or minutes
To bribe a character, make a Wealth check. Typical DCs are of use).
shown on the table above, but the GM may modify the DC as he Try Again?: Yes, though the character must be aware that he or
or she sees fit. If the hero succeeds in the check, he or she gains a she has failed in order to try again.
+2 bonus on the Diplomacy check. For every point by which the
hero beats the DC, increase the bonus by +1 (to a total maximum Special: A character can take 10 when making a Disable Device
bonus of +10). check. A character can take 20 to open a lock or to disable a
security device, unless the character is trying to prevent his or her
tampering from being noticed. Possessing the proper tools gives a
character the best chance of succeeding on a Disable Device
Disable Device (Int) Trained Only check. Opening a lock requires a lockpick set (for a mechanical
lock) or an electrical tool kit (for an electronic lock). Opening a
Check: The GM makes the Disable Device check so that the locked car calls for a car opening kit. Disabling a security device
character doesnt necessarily know whether he or she has requires either a mechanical tool kit or an electronic toll kit,
succeeded. depending on the nature of the device. If the character does not
Open Lock: A character can pick conventional locks, finesse have the appropriate tools, he or she takes a 4 penalty on your
combination locks, and bypass electronic locks. The character check.
must have a lockpick set (for a mechanical lock) or an electrical A lock release gun can open a mechanical lock of cheap or
tool kit (for an electronic lock). The DC depends on the quality of average quality without a Disable Device check. A character with
the lock. the Cautious feat and at least 1 rank in this skill gets a +2 bonus
on all Disable Device checks.
Time: Disabling a simple mechanical device is a full-round
action. Intricate or complex devices require 2d4 rounds.
Lock Type (Example) DC
You can use this skill to disable a robot or external cybernetic
attachment.
Cheap (briefcase lock) 20
Check: Disabling a robot is a full-round action and requires a
Average (home deadbolt) 25
successful Disable Device check (DC 30). The robot must be
pinned before the check can be made.
High quality (business deadbolt) 30 Disabling an external cybernetic attachment is a full-round action
and requires a successful Disable Device check (DC 30). The
High security (branch bank vault) 40 creature to which the cybernetic unit is attached must be pinned
before the check can be made. You cannot disable internal
cybernetic attachments.
Ultra-high security (bank headquarters
50
vault)
Special: A disabled robot or disabled external cybernetic
attachment can be re-enabled with a successful Repair check (see
Disable Security Device: A character can disable a security Repair).
device, such as an electric fence, motion sensor, or security
camera. The character must be able to reach the actual device. If
the device is monitored, the fact that the character attempted to
disable it will probably be noticed.
When disabling a monitored device, the character can prevent his
or her tampering from being noticed. Doing so requires 10
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 52 >
A character can help someone else create a disguise for him or
her, treating it as an aid another attempt.
Disguise (Cha) Time: A Disguise check requires 1d4 x10 minutes of preparation.
The GM makes Spot checks for those who encounter the
Check: A characters Disguise check result determines how good character immediately upon meeting the character and again each
the disguise is. It is opposed by others Spot check results. Make hour or day thereafter, depending on circumstances.
one Disguise check even if several people make Spot checks. The
GM makes the characters Disguise check secretly so that the
character is not sure how well his or her disguise holds up to
scrutiny. Drive (Dex)
If the character doesnt draw any attention to him or herself, Check: Routine tasks, such as ordinary driving, dont require a
however, others dont get to make Spot checks. If the character skill check. Make a check only when some unusual circumstance
comes to the attention of people who are suspicious, the exists (such as inclement weather or an icy surface), or when the
suspicious person gets to make a Spot check. (The GM can character is driving during a dramatic situation (the character is
assume that such observers take 10 on their Spot checks.) being chased or attacked, for example, or is trying to reach a
destination in a limited amount of time). When driving, the
The effectiveness of the characters disguise depends in part on
character can attempt simple maneuvers or stunts. See Driving a
how much the character is attempting to change his or her
Vehicle for more details.
appearance.
Try Again?: Most driving checks have consequences for failure
Disguise Modifier that make trying again impossible.
Special: A character can take 10 when driving, but cant take 20.
Minor details only +5
A character with the Vehicle Expert feat gets a +2 bonus on all
Appropriate uniform or
Drive checks.
+2
costume
There is no penalty for operating a general-purpose motor
vehicle. Other types of motor vehicles (heavy wheeled,
Disguised as different sex 2 powerboat, sailboat, ship, and tracked) require the corresponding
Surface Vehicle Operation feat, or the character takes a 4
Disguised as different age
2 1 penalty on Drive checks.
category
Time: A Drive check is a move action.
1 Per step of difference between
the characters age category
and the disguised age category
(child, young adult, adult,
Escape Artist (Dex) Armor Penalty
middle age, old, or venerable). Check: Make a check to escape from restraints or to squeeze
through a tight space.
If the character is impersonating a particular individual, those
who know what that person looks like automatically get to make Restraint DC
Spot checks. Furthermore, they get a bonus on their Spot checks.
Ropes Opponents Dex check +20
Familiarity Bonus

Net 20
Recognizes on
+4
sight
Handcuffs 35

Friend or
+6
associate Tight space 30

Close friend +8 Grappler Opponents grapple check

Intimate +10 For ropes, a characters Escape Artist check is opposed by the
Dexterity check result of the opponent who tied the bonds. Since
Usually, an individual makes a Spot check to detect a disguise its easier to tie someone up than to escape from being tied up,
immediately upon meeting the character and each hour thereafter. the opponent gets a +20 bonus on his or her Dexterity check.
If the character casually meets many different people, each for a For a tight space, a check is only called for if the characters head
short time, the GM checks once per day or hour, using an average fits but his or her shoulders dont. If the space is long, such as in
Spot modifier for the group (assuming they take 10). an airshaft, the GM may call for multiple checks. A character
Try Again?: No, though the character can assume the same cant fit through a space that his or her head doesnt fit through.
disguise again at a later time. If others saw through the previous A character can make an Escape Artist check opposed by his or
disguise, they are automatically treated as suspicious if the her opponents grapple check to get out of a grapple or out of a
character assumes the same disguise again. pinned condition (so that the character is just being grappled).
Special: A character can take 10 or take 20 when establishing a Doing so is an attack action, so if the character escapes the
disguise. grapple he or she can move in the same round.
A character without a disguise kit takes a 4 penalty on Disguise Try Again?: A character can make another check after a failed
checks. check if the character is squeezing through a tight space, making
multiple checks. If the situation permits, the character can make
A character with the Deceptive feat gets a +2 bonus on all additional checks as long as he or she is not being actively
Disguise checks. opposed.
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 53 >
Special: A character can take 10 on an Escape Artist check. A examiner gains bonuses or penalties on his or her check as given
character can take 20 if he or she is not being actively opposed (a in the table below.
character can take 20 if he or she is tied up, even though its an
opposed check, because the opponent isnt actively opposing the
character).
A character with the Nimble feat gets a +2 bonus on all Escape
Condition Examiners Check Modifier
Artist checks.
Time: Making a check to escape from being bound by ropes, Type of document
4
handcuffs, or other restraints (except a grappler) requires 1 unknown to examiner

minute. Escaping a net is a full-round action. Squeezing through a


tight space takes at least 1 minute, maybe longer, depending on Type of document
somewhat known to 2
the distance that must be crossed. examiner

Type of document well


Forgery (Int) known to examiner
+0

Check: Forgery requires materials appropriate to the document Document is put through
+4
being forged, and some time. To forge a document the character additional tests1

needs to have seen a similar document before. The complexity of


the document, the characters degree of familiarity with it, and Examiner only casually
2
reviews the document1
whether the character needs to reproduce the signature or
handwriting of a specific individual, provide modifiers to the
Forgery check, as shown below.
1Cumulative with any of the first three conditions on the table. Apply this modifier along with
one of the other three whenever appropriate.

Document Type
A document that contradicts procedure, orders, or previous
knowledge, or one that requires the examiner to relinquish a
Check
Factor
Modifier
Time possession or a piece of information, can increase the examiners
suspicion (and thus create favorable circumstances for the
10
examiners opposed Forgery check).
Simple (typed letter, business card) +0
min.
Try Again?: No, since the forger isnt sure of the quality of the
original forgery.
20
Moderate (letterhead, business form) 2
min. Special: To forge documents and detect forgeries, one must be
able to read and write the language in question. (The skill is
Complex (stock certificate, drivers language-dependent.)
4 1 hr.
license)
A character can take 10 when making a Forgery check, but cant
take 20.
Difficult (passport) 8 4 hr.
A character with the Meticulous feat gets a +2 bonus on all
Extreme (military/law enforcement ID) 16 24 hr. Forgery checks.
A character without a forgery kit takes a 4 penalty on Forgery
checks.

Familiarity
Time: Forging a short, simple document takes about 1 minute.
Longer or more complex documents take 1d4 minutes per page or
longer.
Check
Factor
Modifier

Unfamiliar (seen once for less than a minute) 4 Gamble (Wis)


Fairly familiar (seen for several minutes) +0 Check: To join or start a game, a character must first pay a stake.
The character sets the purchase DC of the stake if he or she starts
Quite familiar (on hand, or studied at leisure) +4
the game, or the GM sets it if the character joins a game. Stakes
run from penny-ante (purchase DC 4) to astronomical (purchase
DC 24). A character cannot take 20 when purchasing a stake.
Forger has produced other documents of
+4
same type If the stake is within the characters means (it is equal to or less
than his or her Wealth bonus), the character stands no chance of
Document includes specific signature 4 winning any significant amount. The character might come out
ahead, but the amount is not enough to affect his or her Wealth
Some documents require security or authorization codes, whether bonus. Since paying the stake didnt cost any points of Wealth
authentic ones or additional forgeries. The GM makes the bonus, the character doesnt lose anything either.
characters check secretly so the character is not sure how good If the stake is higher than the characters Wealth bonus (before
his or her forgery is. applying any reductions from purchasing the stake), the character
The Forgery skill is also used to detect someone elses forgery. gets a +1 bonus on his or her Gamble check for every point the
The result of the original Forgery check that created the purchase DC is above the characters Wealth bonus.
document is opposed by a Forgery check by the person who The characters Gamble check is opposed by the Gamble checks
examines the document to check its authenticity. If the of all other participants in the game. (If playing at a casino,
examiners check result is equal to or higher than the original assume the house has a Gamble skill modifier equal to the stake
Forgery check, the document is determined to be fraudulent. The
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 54 >
purchase DC. Regardless of the stake purchase DC, the house The character can increase the amount of money used to gather
does not get a bonus on its Gamble check for the purchase DC.) If information, gaining a circumstance bonus by effectively offering
there are many characters participating, the GM can opt to make a a bribe (though the process might entail buying more expensive
single roll for all of them, using the highest Gamble skill modifier drinks, not necessarily offering a character extra money). Increase
among them and adding a +2 bonus to the check. the Wealth check DC by 2 for each +1 circumstance bonus the
character wants to add to his or her skill check.
If the character beats all other participants, he or she wins and
gains an increase to his or her Wealth bonus. The amount of the Try Again?: Yes, but it takes 1d4+1 hours for each check, and
increase depends on the difference between the characters check characters may draw attention to themselves if they repeatedly
result and the next highest result among the other participants. pursue a certain type of information.
Special: A character can take 10 when making a Gather
Check Result Difference Wealth Bonus Increase
Information check, but cannot take 20.
19 +1 A character with the Trustworthy feat gets a +2 bonus on all
Gather Information checks.
1019 +2 Time: A Gather Information check takes 1d4+1 hours.

2029 +3

30-39 +4
Handle Animal (Cha) Trained Only
Check: The time required to get an effect and the DC depend on
40 or more +5 what the character is trying to do.

Task Time DC
Try Again?: No, unless the character wants to put up another
stake.
Handle an animal Move action 10
Special: A character cant take 10 or take 20 when making a
Gamble check.
Push an animal Full-round action 25
A character with the Confident feat gets a +2 bonus on all
Gamble checks. Teach an animal a trick 1 week See text

Time: A Gamble check requires 1 hour.


Train an animal for a
See text See text
purpose

Gather Information (Cha) Handle an Animal: This means to command an animal to perform
a task or trick that it knows. If the animal is wounded or has taken
Check: By succeeding at a skill check (DC 10) and spending
any ability score damage, the DC increases by +5. If the check is
1d4+1 hours passing out money and buying drinks, a character
successful, the animal performs the task or trick on its next
can get a feel for the major news items in a neighborhood. This
action.
result assumes that no obvious reasons exist why information
would be withheld. The higher the check result, the better the Push an Animal: To push an animal means to get it to perform
information. a task or trick that it doesnt know, but is physically capable of
performing. If the check is successful, the animal performs the
If the situation doesnt require the expenditure of money, no
task or trick on its next action.
Wealth check is necessary.
Teach an Animal a Trick: The character can teach an animal a
Information ranges from general to protected, and the cost and
specific trick, such as attack or stay, with one week of work
DC increases accordingly for the type of information the
and a successful Handle Animal check. An animal with an
character seeks to gather, as given in the table below.
Intelligence of 1 can learn a maximum of three tricks, while an
animal with an Intelligence of 2 can learn a maximum of six
Type of Purchase
Information
DC
DC tricks.
The character can teach an animal to obey only that character.
General 10 5 Any other person attempting to make the animal perform a trick
takes a 10 penalty on his or her Handle Animal check. Teaching
Specific 15 10 an animal to obey only the character counts as a trick (in terms of
how many tricks the animal can learn). It does not require a
Restricted 20 15 check; however, it increases the DC of all tricks the character
teaches the animal by +5. If the animal already knows any tricks,
Protected 25 20
the character cannot teach it to obey only that character.
Possible tricks include, but are not limited to, the following.
General information concerns local happenings, rumors, gossip,
Attack (DC 20): The animal attacks apparent enemies. The
and the like. Specific information usually relates to a particular
character may point to a particular enemy to direct the animal to
question. Restricted information includes facts that arent
attack that enemy. Normally, an animal only attacks humans and
generally known and requires that the character locate someone
other animals. Teaching an animal to attack all creatures
who has access to such information. Protected information is
(including unnatural creatures such as undead and aberrations if
even harder to come by and might involve some danger, either for
they exist in your campaign) counts as two tricks.
the one asking the questions or the one providing the answer.
Theres a chance that someone will take note of anyone asking Come (DC 15): The animal comes to the character, even if the
about restricted or protected information. animal normally would not do so (such as following the character
onto a boat).

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 55 >
Defend (DC 20): The animal defends the character (or is ready to A character with the Animal Affinity feat and at least 1 rank in
defend the character if no threat is present). Alternatively, the this skill gets a +2 bonus on all Handle Animal checks.
character can command the animal to defend a specific other
Time: See above. Teaching or training an animal takes a number
character.
of days. The character does not have to spend the entire time
Down (DC 15): The animal breaks off from combat or otherwise training the animal; 3 hours per day is enough. (Spending more
backs down. than 3 hours per day does not reduce the number of days
required.) The character cannot spread the days out; if the
Fetch (DC 15): The animal goes and gets something. The
character does not complete the training during a period of
character must point out a specific object, or else the animal
consecutive days, the effort is wasted.
fetches some random object.
Guard (DC 20): The animal stays in place and prevents others
from approaching.
Hide (Dex) Armor Penalty
Heel (DC 15): The animal follows the character closely, even to
places where it normally wouldnt go. Check: A characters Hide check is opposed by the Spot check of
anyone who might see the character. The character can move up
Perform (DC 15): The animal does a variety of simple tricks such to half his or her normal speed and hide at no penalty. At more
as sitting up, rolling over, and so on. than half and up to the characters full speed, the character takes a
Seek (DC 15): The animal moves into an area and searches for 5 penalty. Its practically impossible (20 penalty) to hide while
something of interest. It stops and indicates the first thing of attacking, running, or charging.
interest it finds. What constitutes an item of interest to an animal The hide check is also modified by the characters size:
can vary. Animals almost always find other creatures or
characters of interest. To understand that its looking for a Size Modifier Size Modifier
specific object, the animal must make an Intelligence check (DC
10).
Fine +16 Large 4
Stay (DC 15): The animal stays in place waiting for the character
to return. It does not challenge other creatures that come by, Diminutive +12 Huge 8
though it still defends itself if it needs to.
Track (DC 20): The animal tracks the scent presented to it. Tiny +8 Gargantuan 12

Work (DC 15): The animal pulls or pushes a medium or heavy


Small +4 Colossal 16
load.
Train an Animal: Rather than teaching an animal individual Medium-size +0
tricks, the character can train an animal for a general purpose.
Essentially, an animals purpose represents a preselected set of
known tricks that fit into a common scheme. An animal can be If people are observing the character, even casually, he or she
trained for one general purpose only, though if the animal is cant hide. The character can run around a corner so that he or she
capable of learning additional tricks (above and beyond those is out of sight and then hide, but the others then know at least
included in its general purpose) it may do so. Training an animal where the character went.
for a purpose requires fewer checks than teaching individual Cover and concealment grant circumstance bonuses to Hide
tricks. checks, as shown below. Note that a character cant hide if he or
Combat Riding (DC 20, 6 weeks): An animal trained to bear a she has less than one-half cover or concealment.
rider into combat knows Attack, Come, Defend, Down, Guard,
Cover or Concealment Circumstance Bonus
and Heel. An animal trained in riding may be upgraded to an
animal trained in combat riding by spending three weeks and
making a Handle Animal check (DC 20). If the animal was Three-quarters +5
trained in other tricks (in addition to those provided by training
the animal for riding), those tricks are completely replaced by the Nine-tenths +10
combat riding tricks.
Fighting (DC 20, 3 weeks): An animal trained for combat knows Creating a Diversion to Hide: A character can use the Bluff skill
the following tricks: Attack, Down, and Stay. to help him or her hide. A successful Bluff check can give the
character the momentary diversion needed to attempt a Hide
Guarding (DC 20, 4 weeks): An animal trained to guard knows check while people are aware of the character. While the others
the following tricks: Attack, Defend, Down, and Guard. turn their attention from the character, he or she can make a Hide
Laboring (DC 15, 2 weeks): An animal trained for heavy labor check if the character can get to a hiding place of some kind. (As
knows Come and Work. a general guideline, the hiding place has to be within 1 foot for
every rank the character has in Hide.) This check, however, is at a
Hunting (DC 20, 6 weeks): An animal trained for hunting knows 10 penalty because the character has to move fast.
Attack, Down, Fetch, Heel, Seek, and Track.
Tailing: A character can use Hide to tail a person in public. Using
Performing (DC 15, 4 weeks): An animal trained for performing the skill in this manner assumes that there are other random
knows Come, Fetch, Heel, Perform, and Stay. people about, among whom the character can mingle to remain
Riding (DC 15; 3 weeks): An animal trained to bear a rider unnoticed. If the subject is worried about being followed, he or
knows Come, Heel, and Stay. she can make a Spot check (opposed by the characters Hide
check) every time he or she changes course (goes around a street
Try Again?: Yes. corner, exits a building, and so on). If he or she is unsuspecting,
Special: A character can take 10 or take 20 when handling he or she generally gets only a Spot check after an hour of tailing.
animals. Special: A character can take 10 when making a Hide check, but
An untrained character uses Charisma checks to handle and push cant take 20.
animals, but he or she cant teach or train animals.
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 56 >
A character with the Stealthy feat gets a +2 bonus on all Hide
Circumstances DC Modifier
checks.
Time: A Hide check is an attack action. Every day since event (max modifier +10) +2

Intimidate (Cha) Scene is outdoors +5

Check: With a successful check, a character can forcibly persuade Scene slightly disturbed +2
another character to perform some task or behave in a certain
way. A characters Intimidate check is opposed by the targets
Scene moderately disturbed +4
level check (1d20 + the targets character level or Hit Dice). Any
modifiers that a target may have on Will saving throws against
Scene extremely disturbed +6
fear effects apply to this level check. If the character succeeds, he
or she may treat the target as friendly for 10 minutes, but only for
purposes of actions taken while in the characters presence. (That Collect Evidence: The character can collect and prepare
is, the target retains his or her normal attitude, but will chat, evidentiary material for a lab. This use of the Investigate skill
advise, offer limited help, or advocate on the characters behalf requires an evidence kit.
while intimidated.) To collect a piece of evidence, make an Investigate check (DC
Circumstances dramatically affect the effectiveness of an 15). If the character succeeds, the evidence is usable by a crime
Intimidate check. lab. If the character fails, a crime lab analysis can be done, but the
lab takes a 5 penalty on any necessary check. If the character
There are limits to what a successful Intimidate check can do. fails by 5 or more, the lab analysis simply cannot be done. On the
The character cant force someone to obey his or her every other hand, if the character succeeds by 10 or more, the lab gains
command or do something that endangers that persons life. a +2 circumstance bonus on its checks to analyze the material.
If the character fails by more than 5, the target may actually do This function of the Investigate skill does not provide the
the opposite of what the character wishes. character with evidentiary items. It simply allows the character to
collect items he or she has found in a manner that best aids in
Try Again?: No. Even if the initial check succeeds, the other
their analysis later, at a crime lab.
character can only be intimidated so much, and trying again
doesnt help. If the initial check fails, the other character has Try Again?: Generally, analyzing a clue again doesnt add new
become more firmly resolved to resist the intimidator, and trying insight unless another clue is introduced. Evidence collected
again is futile. cannot be recollected, unless there is more of it to take.
Special: A character can take 10 when making an Intimidate Special: A character can take 10 when making an Investigate
check, but cant take 20. check, but cannot take 20.
A character immune to fear effects cant be intimidated. Collecting evidence requires an evidence kit. If the character does
not have the appropriate kit, the character takes a 4 penalty on
A character may add a +2 bonus to his or her Intimidate check for
his or her check.
every size category the character is larger than his or her target.
Conversely, the character takes a 2 penalty to his or her check A character with the Attentive feat and at least 1 rank in this skill
for every size category the character is smaller than his or her gets a +2 bonus on all Investigate checks.
target. Time: Analyzing a clue is a full-round action. Collecting
A character with the Confident feat gets a +2 bonus on all evidence generally takes 1d4 minutes per object.
Intimidate checks and on level checks to resist intimidation.
Time: An Intimidate check is a full-round action.
Jump (Str) Armor Penalty
Investigate (Int) Trained Only Check: The DC and the distance the character can cover vary
according to the type of jump the character is attempting.
Check: A character generally uses Search to discover clues and
Investigate to analyze them. If the character has access to a crime The characters Jump check is modified by his or her speed. The
lab, the character uses the Investigate skill to collect and prepare DCs specified below assume a speed of 30 feet (the speed of a
samples for the lab. The result of the Investigate check provides typical human). If the characters speed is less than 30 feet, he or
bonuses or penalties to the lab workers. she takes a penalty of 6 for every 10 feet of speed less than 30.
If the characters speed is greater than 30 feet, he or she gains a
Analyze Clue: The character can make an Investigate check to bonus of +4 for every 10 feet over 30.
apply forensics knowledge to a clue. This function of the
Investigate skill does not give the character clues where none If the character has ranks in the Jump skill and succeeds on a
existed before. It simply allows the character to extract extra check, the character lands on his or her feet (when appropriate)
information from a clue he or she has found. and can move as far as the characters remaining movement
allows. If the character attempts a Jump check untrained, the
The base DC to analyze a clue is 15. It is modified by the time
character lands prone unless he or she beats the DC by 5 or more.
that has elapsed since the clue was left, and whether or not the Standing from a prone position is a move action.
scene was disturbed.
Distance moved by jumping is counted against maximum
movement in a round. A character can start a jump at the end of
one turn and complete the jump at the beginning of your next
turn.
Long Jump: This is a horizontal jump, made across a gap such as
a chasm or stream. At the midpoint of the jump, the character
attains a vertical height equal to one-quarter the horizontal

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 57 >
distance. The DC for the jump is equal to the distance jumped (in
Huge 32 ft.
feet). The DCs for long jumps of 5 to 30 feet are given in the
table below. A character cannot jump a distance greater than his
Large 16 ft.
or her normal speed.
All Jump DCs covered here assume that the character can move Medium-size 8 ft.
at least 20 feet in a straight line before attempting the jump. If
this is not the case, the DC for the jump is doubled.
Small 4 ft.

Long Jump
DC1 Long Jump Distance DC1
Distance Tiny 2 ft.

5 feet 5 20 feet 20 Diminutive 1 ft.

10 feet 10 25 feet 25 Fine 0.5 ft.

15 feet 15 30 feet 30 Hop Up: The character can jump up onto an object as tall as his
or her waist with a Jump check (DC 10). Doing so counts as 10
1
Requires a 20-foot move. Without a 20-foot move, double the DC. feet of movement. The character does not need to get a running
start to hop up (the DC is not doubled if you do not get a running
If the character fails the check by less than 5, he or she doesnt start).
clear the distance, but can make a Reflex save (DC 15) to grab Jumping Down: If the character intentionally jumps from a
the far edge of the gap. The character ends his or her movement height, he or she takes less damage than if the character just falls.
grasping the far edge. If that leaves the character dangling over a The DC to jump down from a height is 15. The character does not
chasm or gap, getting up requires a move action and a Climb have to get a running start to jump down (the DC is not doubled if
check (DC 15). the character does not get a running start).
High Jump: This is a vertical leap, made to jump up to grasp If the character succeeds on the check, he or she takes falling
something overhead, such as a tree limb or ledge. The DC for the damage as if the character had dropped 10 fewer feet than he or
jump is the height x4 (in feet). The DCs for high jumps of 1 to 8 she actually did.
feet are given in the table below.
Special: Effects that increase a characters speed also increase the
All Jump DCs covered here assume that the character can move characters jumping distance, since the check is modified by the
at least 20 feet in a straight line before attempting the jump. If characters speed.
this is not the case, the DC for the jump is doubled.
A character can take 10 when making a Jump check. If there is no
High Jump danger associated with failing, the character can take 20.
DC 1
High Jump Distance DC 1
Distance
A character with the Acrobatic feat gets a +2 bonus on all Jump
checks. A character with the Run feat gains a +2 competence
1 foot 4 5 feet 20
bonus on Jump checks preceded by a 20-foot move.

2 feet 8 6 feet 24
Tumble can provide a +2 synergy bonus on Jump checks (see
Skill Synergy).
3 feet 12 7 feet 28 Time: Using the Jump skill is either a move action or a full-round
action, depending on whether the character starts and completes
4 feet 16 8 feet 32 the jump during a single move action or a full-round action.

1
Requires a 20-foot move. Without a running start, double the DC.

Knowledge (Int) Trained Only


If the character succeeds on the check, he or she can reach the
height. The character grasps the object he or she was trying to This skill encompasses several categories, each of them treated as
reach. If the character wishes to pull him or herself up, the a separate skill. These categories are identified and defined
character can do so with a move action and a Climb check (DC below.
15). If the character fails the Jump check, he or she does not The number of Knowledge categories is kept purposely finite.
reach the height, and lands on his or her feet in the same square When trying to determine what Knowledge skill a particular
from which the character jumped. question or field of expertise falls under, use a broad
The difficulty of reaching a given height varies according to the interpretation of the existing categories. Do not arbitrarily make
size of the character or creature. up new categories.

Generally, the maximum height a creature can reach without Check: A character makes a Knowledge check to see if the
jumping is given in the table below. (As a Medium-size creature, character knows something.
a typical human can reach 8 feet without jumping.) If the creature The DC for answering a question within the characters field of
is long instead of tall, treat it as one size category smaller. study is 10 for easy questions, 15 for basic questions, and 20 to
30 for tough questions.
Appraising the value of an object is one sort of task that can be
Creature Size Maximum Height performed using Knowledge. The DC depends on how common
or obscure the object is. On a success, the character accurately
Colossal 128 ft. identifies the objects purchase DC. If the character fails, he or
she thinks it has a purchase DC 1d2 higher or lower (determine
Gargantuan 64 ft. randomly) than its actual value. If the character fails by 5 or
more, he or she thinks it has a purchase DC 1d4+2 higher or

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 58 >
lower than its actual value. The GM may make the Knowledge
Alien artifact 30
roll for the character, so he or she doesnt know whether the
appraisal is accurate or not.
Each step in Progress Level (up or down) +5
The fourteen Knowledge categories, and the topics each one
encompasses, are as follows.
Arcane Lore: The occult, magic and the supernatural, astrology,
numerology, and similar topics.
Theology and Philosophy: Liberal arts, ethics, philosophical
Art: Fine arts and graphic arts, including art history and artistic concepts, and the study of religious faith, practice, and
techniques. Antiques, modern art, photography, and performance experience.
art forms such as music and dance, among others.
Try Again?: No. The check represents what a character knows,
Behavioral Sciences: Psychology, sociology, and criminology. and thinking about a topic a second time doesnt let the character
Business: Business procedures, investment strategies, and know something he or she never knew in the first place.
corporate structures. Bureaucratic procedures and how to Special: An untrained Knowledge check is simply an Intelligence
navigate them. check. Without actual training, a character only knows common
Civics: Law, legislation, litigation, and legal rights and knowledge about a given subject.
obligations. Political and governmental institutions and processes. A character can take 10 when making a Knowledge check, but
Current Events: Recent happenings in the news, sports, politics, cant take 20.
entertainment, and foreign affairs. Earth and Life Sciences: A character with the Educated feat gets a +2 bonus on any two
Biology, botany, genetics, geology, and paleontology. Medicine types of Knowledge checks.
and forensics. History: Events, personalities, and cultures of the
past. Archaeology and antiquities. The GM may decide that having 5 or more ranks in a specific
Knowledge skill provides a character with a +2 synergy bonus
Physical Sciences: Astronomy, chemistry, mathematics, physics, when making a related skill check.
and engineering.
Time: A Knowledge check can be a reaction, but otherwise
Popular Culture: Popular music and personalities, genre films and requires a full-round action.
books, urban legends, comics, science fiction, and gaming,
among others.
Streetwise: Street and urban culture, local underworld
Listen (Wis)
personalities and events. Check: Make a Listen check against a DC that reflects how quiet
the noise is that a character might hear or against an opposed
Tactics: Techniques and strategies for disposing and maneuvering Move Silently check.
forces in combat.
The GM may call for a Listen check by a character who is in a
Technology: Current developments in cutting-edge devices, as position to hear something. A character can also make a Listen
well as the background necessary to identify various check voluntarily if he or she wants to try to hear something in
technological devices. You can make a Knowledge (technology) the characters vicinity.
check to correctly identify starships, mecha, robots, and
cybernetic attachments, as well as identify unfamiliar The GM may make the Listen check in secret so that the
technological devices. character doesnt know whether not hearing anything means that
nothing is there or that the character failed the check.
Check: The DCs for identifying technological items vary
depending on the type of information required: A successful Listen check when there isnt anything to hear
results in the character hearing nothing.
Identifying a starship by its type and subtype, identifying a mecha
by its superstructure, or identifying a robot by its frame: DC 10.
Determining the function or purpose of a particular mechanical DC Sound
system or cybernetic attachment: DC 15.
Recalling the standard, factory-model design specs of a particular 20 Gunfire
type or class of starship, mecha, or robot: DC 20.
10 A melee battle
When confronted with an unfamiliar piece of technology or alien
artifact, you can make a Knowledge (technology) check to
correctly surmise the primary (if not singular) purpose of the 0 People talking
device. A successful check result does not enable you to activate
the item, nor does it make you proficient with the item. The DC 5 A person in medium armor walking at a slow pace, trying not to make noise
of the Knowledge (technology) check depends on the item being
identified and the difference in Progress Level, as shown below: 10 An unarmored person walking at a slow pace, trying not to make any noise

Unfamiliar Item DC
15 A 1st-level Fast hero sneaking up on someone1

Basic tool or instrument 10


20 A tiger stalking prey1

Robotic or vehicular component 15


30 A bird flying through the air

Cybernetic attachment 20
+5 Through a door

Alien weapon or nanotechnology 25


+15 Through a solid wall

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 59 >
1This is actually an opposed check; the DC given is a typical Move Silently check result for
such a character or creature.

Condition Check Penalty

Per 10 feet of distance 1

Listener distracted 5

Try Again?: A character can make a Listen check every time he


or she has the opportunity to hear something in a reactive manner.
As a move action, the character may attempt to hear something
that he or she failed (or believes he or she failed) to hear
previously.
Special: When several characters are listening to the same thing,
the GM can make a single 1d20 roll and use it for all the
listeners skill checks.
A character can take 10 or take 20 when making a Listen check.
Taking 20 means the character spends 1 minute attempting to
hear something that may or may not be there to hear. USS Enterprise
NCC-1701
A character with the Alertness feat gets a +2 bonus on all Listen
checks.
A sleeping character can make Listen checks, but takes a 10
penalty on the checks.
Navigate (Int)
Time: A Listen check is either a reaction (if called for by the
GM) or a move action (if a character actively takes the time to try Check: Make a Navigate check when a character is trying to find
to hear something). his or her way to a distant location without directions or other
specific guidance. Generally, a character does not need to make a
check to find a local street or other common urban site, or to
follow an accurate map. However, the character might make a
Move Silently (Dex) Armor Penalty check to wind his or her way through a dense forest or a labyrinth
of underground storm drains.
Check: A characters Move Silently check is opposed by the
Listen check of anyone who might hear the character. A character For movement over a great distance, make a Navigate check. The
can move up to half his or her normal speed at no penalty. At DC depends on the length of the trip. If the character succeeds, he
more than half speed and up to the characters full speed, he or or she moves via the best reasonable course toward his or her
she takes a 5 penalty. Its practically impossible (20 penalty) to goal. If the character fails, he or she still reaches the goal, but it
move silently while attacking, running, or charging. takes the character twice as long (the character loses time
backtracking and correcting his or her path). If the character fails
Special: A character can take 10 when making a Move Silently
by more than 5, the or she travels the expected time, but only gets
check, but cant take 20.
halfway to his or her destination, at which point the character
A character with the Stealthy feat gets a +2 bonus on all Move becomes lost.
Silently checks.
A character may make a second Navigate check (DC 20) to
Time: Move Silently is a move action. regain his or her path. If the character succeeds, he or she
continues on to his or her destination; the total time for the trip is
twice the normal time. If the character fails, he or she loses half a
day before the character can try again. The character keeps trying
until he or she succeeds, losing half a day for each failure.

Length of Trip DC

Short (a few hours) 20

Moderate (a day or two) 22

Long (up to a week) 25

Extreme (more than a week) 28

When faced with multiple choices, such as at a branch in a tunnel,


a character can make a Navigate check (DC 20) to intuit the
choice that takes the character toward a known destination. If
unsuccessful, the character chooses the wrong path, but at the
next juncture, with a successful check, the character realizes his
or her mistake.

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 60 >
A character cannot use this function of Navigate to find a path to
Result Performance
a site if the character has no idea where the site is located. The
GM may choose to make the Navigate check for the character in
Amateur performance. Audience may appreciate your performance, but
secret, so he or she doesnt know from the result whether the 10
isnt impressed.
character is following the right or wrong path.
A character can use Navigate to determine his or her position on 15
Routine performance. Audience enjoys your performance, but it isnt
exceptional.
earth without the use of any high-tech equipment by checking the
constellations or other natural landmarks. The character must
have a clear view of the night sky to make this check. The DC is 20 Great performance. Audience highly impressed.

15.
25 Memorable performance. Audience enthusiastic.
Special: A character can take 10 when making a Navigate check.
A character can take 20 only when determining his or her
30 Masterful performance. Audience awed.
location, not when traveling.
A character with the Guide feat gets a +2 bonus on all Navigate Try Again?: Not for the same performance and audience.
checks.
Special: A character can take 10 when making a Perform check,
Time: A Navigate check is a full-round action. but cant take 20.
you can use the Navigate skill to plot a course between planets, A character without an appropriate instrument automatically fails
star systems, or dimensions. any Perform (keyboard), Perform (percussion), Perform
Check: The rules for plotting a course over a great distance work (stringed), or Perform (wind) check he or she attempts. At the
as described in the Navigate skill description. Aboard a starship, GMs discretion, impromptu instruments may be employed, but
you need a functional Class II sensor array (or better) to plot a the performer must take a 4 penalty on the check because his or
course through space. You dont need to make a Navigate check her equipment, although usable, is inappropriate for the skill.
when traveling along a pre-established space route or passing Every time a character takes the Creative feat, he or she gets a +2
through a dimension gate with a pre-calibrated destination. bonus on checks involving two Perform skills the character
Time: Plotting a course is a full-round action. designates. See the feat description for more information.
Time: A Perform check usually requires at least several minutes
to an hour or more.
Perform (Cha)
This skill encompasses several categories, each of them treated as
a separate skill. These categories are identified and defined Pilot (Dex) Trained Only
below. Check: Typical piloting tasks dont require checks. Checks are
The number of Perform categories is kept purposely finite. When required during combat, for special maneuvers, or in other
trying to determine what Perform skill a particular type of extreme circumstances, or when the pilot wants to attempt
performance falls under, use a broad interpretation of the existing something outside the normal parameters of the vehicle. When
categories. Do not arbitrarily make up new categories. flying, the character can attempt simple maneuvers and stunts
(actions in which the pilot attempts to do something complex
Check: The character is accomplished in some type of artistic very quickly or in a limited space).
expression and knows how to put on a performance. The
character can impress audiences with his or her talent and skill. Each vehicles description includes a maneuver modifier that
The quality of the characters performance depends on his or her applies to Pilot checks made by the operator of the vehicle.
check result. Special: A character can take 10 when making a Pilot check, but
The eight Perform categories, and the qualities each one cant take 20.
encompasses, are as follows. A character with the Vehicle Expert feat gets a +2 bonus on all
Act: The character is a gifted actor, capable of performing drama, Pilot checks.
comedy, or action-oriented roles with some level of skill. There is no penalty for operating a general-purpose fixed-wing
Dance: The character is a gifted dancer, capable of performing aircraft. Other types of aircraft (heavy aircraft, helicopters, jet
rhythmic and patterned bodily movements to music. fighters, and spacecraft) require the corresponding Aircraft
Operation feat, or else the character takes a 4 penalty on Pilot
Keyboards: The character is a musician gifted with a talent for checks.
playing keyboard musical instruments, such as piano, organ, and
synthesizer. Time: A Pilot check is a move action.
Percussion Instruments: The character is a musician gifted with a You can use the Pilot skill to fly any kind of spacecraft.
talent for playing percussion musical instruments, such as drums, Check: Unless you have the Starship Operation feat (page 14),
cymbals, triangle, xylophone, and tambourine. you take a 4 penalty on Pilot checks made to pilot a starship.
Sing: The character is a musician gifted with a talent for The pilot of a starship can make a Pilot check to escape after
producing musical tones with your voice. being held or immobilized by another starships grapplers or
tractor beam; see Grappling Systems for more information on
Stand-Up: The character is a gifted comedian, capable of grapplers and tractor beams.
performing a stand-up routine before an audience.
Special: For modern-day (PL 5) spacecraft such as the space
Stringed Instruments: The character is a musician gifted with a shuttle, the Aircraft Operation (spacecraft) is sufficient to negate
talent for playing stringed musical instruments, such as banjo, the 4 penalty on Pilot checks; however, this feat cannot negate
guitar, harp, lute, sitar, and violin. the penalty as it applies to PL 6 or higher spacecraft.
Wind Instruments: The character is a musician gifted with a talent
for playing wind musical instruments, such as flute, bugle,
trumpet, tuba, bagpipes, and trombone.
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 61 >
groups are provided because they pertain to the Smart heros
Profession (Wis) Linguist talent.
Check: A character makes Profession checks to improve his or This list is by no means exhaustivethere are many more
her Wealth bonus every time he or she attains a new level. The language groups, and most groups contain more languages than
DC for the check is the characters current Wealth bonus. If the those listed here.
character succeeds at the Profession check, his or her Wealth
Algic: Algonkin, Arapaho, Blackfoot, Cheyenne, Shawnee.
bonus increases by +1. For every 5 by which the character
exceeds the DC, his or her Wealth bonus increases by an Armenian: Armenian.
additional +1. A character cant take 10 or take 20 when making
Athabascan: Apache, Chipewyan, Navaho.
a Profession check to improve his or her Wealth bonus.
Attic: Ancient Greek*, Greek.
How many ranks a character has in the Profession skill (including
ranks the character may have just acquired after gaining a level) Baltic: Latvian, Lithuanian.
also adds to the Wealth bonus increase the character receives Celtic: Gaelic (Irish), Gaelic (Scots), Welsh.
upon gaining a new level. In addition to the Wealth bonus
increase a character gains from your Profession check result (if Chinese: Cantonese, Mandarin.
the check succeeds), the number of ranks the character has in this Finno-Lappic: Estonian, Finnish, Lapp.
skill increases his or her Wealth bonus as follows.
Germanic: Afrikaans, Danish, Dutch, English, Flemish, German,
Ranks Wealth Bonus Increase Icelandic, Norwegian, Swedish, Yiddish.
Hamo-Semitic: Coptic*, Middle Egyptian*.
15 +1
Indic: Hindi, Punjabi, Sanskrit*, Urdu.
610 +2 Iranian: Farsi, Pashto.
Japanese: Japanese.
1115 +3
Korean: Korean.
1620 +4 Romance: French, Italian, Latin*, Portuguese, Romanian,
Spanish.
2123 +5
Semitic: Akkadian (aka Babylonian)*, Ancient Hebrew*, Arabic,
Aramaic*, Hebrew.
Special: If the Gamemaster deems it appropriate, a character can
add his or her Profession modifier when making a Reputation Slavic: Belorussian, Bulgarian, Czech, Polish, Russian, Serbo-
check to deal with a work- or career-related situation. Croatian, Slovak, Ukrainian.

Every time a character takes the Windfall feat, he or she gets a Tibeto-Burman: Burmese, Sherpa, Tibetan.
cumulative +1 bonus on all Profession checks. Turkic: Azerbaijani, Turkish, Uzbek.
Ugric: Hungarian (aka Magyar).

Read/Write Language (None) Trained *This is an ancient language. In the modern world it is spoken
only by scholars, or in some cases by small populations in
Only isolated corners of the world.
The Read/Write Language skill doesnt work like a standard skill.
A character automatically knows how to read and write his
or her native language; the character does not need Repair (Int) Trained Only
ranks to do so.
Check: Most Repair checks are made to fix complex electronic or
Each additional language costs 1 rank. When a character mechanical devices. The DC is set by the GM. In general, simple
adds a rank to Read/Write Language, he or she chooses repairs have a DC of 10 to 15 and require no more than a few
a new language that the character can read and write. minutes to accomplish. More complex repair work has a DC of
A character never makes Read/Write Language 20 or higher and can require an hour or more to complete.
checks. A character either knows how to read
Repair Task (Example) Repair DC Time
and write a specific language or doesnt.
To be able to speak a language that the character can read Simple (tool, simple
and write, he or she must take the Speak 10 1 min.
weapon)
Language skill for the appropriate language.
A character can choose any language, modern or ancient. Moderate (mechanical or
electronic component)
15 10 min.
(See below for suggestions.) The GM might determine
that a character cant learn a specific language due to
Complex (mechanical or
the circumstances of the campaign. electronic device)
20 1 hr.

Language Groups
Advanced (cutting-edge
There are thousands of languages to choose from when a mechanical or electronic 25 10 hr.
character buys ranks in Speak Language or Read/Write device)

Language. A few are listed here, sorted into their general


language groups. Jury-Rig: A character can choose to attempt jury-rigged, or
temporary, repairs. Doing this reducesthe Repair check DC by 5,
A languages group doesnt matter when a character is buying
and allows the character to make the checks in as little as a full-
ranks in Speak Language or Read/Write Language. Language
round action. However, a jury-rigged repair can only fix a single

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 62 >
problem with a check, and the temporary repair only lasts until The higher the check result, the better and more complete the
the end of the current scene or encounter. The jury-rigged object information. If the character wants to discover a specific fact,
must be fully repaired thereafter. date, map, or similar bit of information, add +5 to +15 to the DC.
A character can also use jury-rig to hot-wire a car or jump-start Try Again?: Yes.
an engine or electronic device. The DC for this is at least 15, and
Special: A character can take 10 or take 20 on a Research check.
it can be higher depending on the presence of security devices.
A character with the Studious feat gets a +2 bonus on all
The jury-rig application of the Repair skill can be used untrained.
Research checks.
Try Again?: Yes, though in some specific cases, the GM may
Computer Use can provide a +2 synergy bonus on a Research
decide that a failed Repair check has negative ramifications that
check when searching computer records for data (see Skill
prevent repeated checks.
Synergy).
Special: A character can take 10 or take 20 on a Repair check.
Time: A Research check takes 1d4 hours.
When making a Repair check to accomplish a jury-rig repair, a
character cant take 20.
Repair requires an electrical tool kit, a mechanical tool kit, or a
multipurpose tool, depending on the task. If the character does Ride (Dex)
not have the appropriate tools, he or she takes a 4 penalty on the Animals ill suited as mounts provide a 2 penalty on their riders
check. Ride check.
Craft (mechanical) or Craft (electronic) can provide a +2 synergy Check: Typical riding actions dont require checks. A character
bonus on Repair checks made for mechanical or electronic can saddle, mount, ride, and dismount without a problem.
devices (see Skill Synergy). Mounting or dismounting an animal is a move action. Some
A character with the Gearhead feat and at least 1 rank in this skill tasks, such as those undertaken in combat or other extreme
gets a +2 bonus on all Repair checks. circumstances, require checks. In addition, attempting trick riding
or asking the animal to perform an unusual technique also
Time: See the table for guidelines. A character can make a jury- requires a check.
rig repair as a full-round action, but the work only lasts until the
end of the current encounter. Guide with Knees (DC 5): The character can react instantly to
guide his or her mount with his or her knees so that the character
You can use this skill to repair vehicles, starships, mecha, can use both hands in combat or to perform some other action.
cybernetic attachments, and constructs (including robots). You Make the check at the start of the characters round. If the
can also use the Repair skill to safely remove the brain of a character fails, he or she can only use one hand this round
destroyed robot. because the character needs to use the other to control his or her
Check: Repairing damage to a vehicle, starship, or mecha takes 1 mount.
hour of work, a mechanical tool kit, and a proper facility such as Stay in Saddle (DC 5): The character can react instantly to try to
a workshop or hangar bay. (Without a tool kit, you take a 4 avoid falling when his or her mount rears or bolts unexpectedly
penalty on your Repair check.) At the end of the hour, make a or when the character takes damage.
Repair check (DC 20). Success repairs 2d6 points of damage. If
damage remains, you may continue to make repairs for as many Fight while Mounted (DC 20): While in combat, the character
hours as it takes to restore the vehicle or starship to full hit points. can attempt to control a mount that is not trained in combat riding
(see the Handle Animal skill). If the character succeeds, he or she
The same rules apply to robots, other constructs, and cybernetic uses only a move action, and the character can use his or her
attachments, except that each successful application of the Repair attack action to do something else. If the character fails, he or she
skill restores 1d10 points of damage (instead of 2d6), and the can do nothing else that round. If the character fails by more than
Repair check is more difficult to achieve (DC 30). 5, he or she loses control of the animal.
This skill may also be used to transplant the brain of a For animals trained in combat riding, the character does not need
destroyed robot into a similar but intact robot frame. See the to make this check. Instead, the character can use his or her move
Robot Resurrection for more information on robotic brain action to have the animal perform a trick (commonly, to attack).
transplants. The character can use his or her attack action normally.
Special: A vehicle, starship, cybernetic attachment, mecha, robot, Cover (DC 15): The character can react instantly to drop down
or other construct that is reduced to 0 hp cannot be repaired. It and hang alongside his or her mount, using it as one-half cover.
can be salvaged for parts, however (see the Salvage feat The character cant attack while using his or her mount as cover.
description). If the character fails, he or she doesnt get the cover benefit.
Soft Fall (DC 15): The character reacts instantly when he or she
falls off a mount, such as when it is killed or when it falls, to try
Research (Int) to avoid taking damage. If the character fails, he or she takes 1d6
points of falling damage.
Check: Researching a topic takes time, skill, and some luck. The
GM determines how obscure a particular topic is (the more Leap (DC 15): The character can get his or her mount to leap
obscure, the higher the DC) and what kind of information might obstacles as part of its movement. Use the characters Ride
be available depending on where the character is conducting his modifier or the mounts Jump modifier (whichever is lower)
or her research. when the mount makes its Jump check (see the Jump skill). The
character makes a Ride check (DC 15) to stay on the mount when
Information ranges from general to protected. Given enough time
it leaps.
(usually 1d4 hours) and a successful skill check, the character
gets a general idea about a given topic. This assumes that no Fast Mount or Dismount (DC 20; armor penalty applies): The
obvious reasons exist why such information would be character can mount or dismount as a free action. If the character
unavailable, and that the character has a way to acquire restricted fails the check, mounting or dismounting is a move action. (A
or protected information. character cant attempt a fast mount or dismount unless he or she
can perform the mount or dismount as a move action this round,
should the check fail.)
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 63 >
Special: If the character is riding bareback, he or she takes a 5
penalty on Ride checks. Sleight of Hand (Dex) Trained Only; Armor
Penalty
A character can take 10 when making a Ride check, but cant
take 20. Check: A check against DC 10 lets a character palm a coin-sized,
unattended object. Minor feats of sleight of hand, such as making
A character with the Animal Affinity feat gets a +2 bonus on all
a coin disappear, also have a DC of 10 unless an observer is
Ride checks.
concentrating on noticing what the character is doing.
Time: Ride is a move action, except when otherwise noted for the
When a character performs this skill under close observation, the
special tasks listed above.
characters skill check is opposed by the observers Spot check.
The observers check doesnt prevent the character from
performing the action, just from doing it unnoticed. When a
Search (Int) character tries to take something from another person, the
characters opponent makes a Spot check to detect the attempt.
Check: The character generally must be within 10 feet of the object or To obtain the object, the character must get a result of 20 or
surface to be examined. A character can examine up to a 5-foot-by-5-foot higher, regardless of the opponents check result. The opponent
area or a volume of goods 5 feet on a side with a single check. detects the attempt if his or her check result beats the characters
A Search check can turn up individual footprints, but does not allow a check result, whether the character takes the object or not.
character to follow tracks or tell the character which direction the creature
or creatures went or came from. A character can use Sleight of Hand to conceal a small weapon or
object on his or her body.
DC Task Try Again?: A second Sleight of Hand attempt against the same
target, or when being watched by the same observer, has a DC 10
10 Ransack an area to find a certain object. higher than the first check if the first check failed or if the attempt
was noticed.
20 Notice a typical secret compartment, a simple trap, or an obscure clue.
Special: A character can take 10 when making a Sleight of Hand
check, but cant take 20.
Find a complex or well-hidden secret compartment or trap; notice an extremely
25+
obscure clue. A character can make an untrained Sleight of Hand check to
conceal a weapon or object, but must always take 10.
Special: A character can take 10 or take 20 when making a Search check.
A character with the Nimble feat and at least 1 rank in this skill
A character with the Meticulous feat gets a +2 bonus on all Search gets a +2 bonus on all Sleight of Hand checks.
checks.
Time: A Sleight of Hand check is an attack action.
Time: A Search check is a full-round action.

Sense Motive (Wis) Speak Language (None) Trained Only


The Speak Language skill doesnt work like a standard skill.
Check: A successful check allows the character to avoid being
bluffed (see the Bluff skill). Sense Motive does not, however, A character automatically knows how to speak his or her
allow a character to determine whether a given statement is a lie. native language; the character does not need ranks to do
The character can also use the skill to tell when someone is so.
behaving oddly or to assess someones trustworthiness. In Each additional language costs 1 rank. When a character
addition, a character can use this skill to make an assessment of a adds a rank to Speak Language, he or she chooses a
social situation. With a successful check (DC 20), the character new language that he or she can speak.
can get the feeling from anothers behavior that something is
wrong. Also, the character can get the feeling that someone is A character never makes Speak Language checks. A
trustworthy and honorable. character either knows how to speak and understand a
specific language or doesnt.
Try Again?: No, though the character may make a Sense Motive
check for each bluff made on the character. To be able to read and write a language that the character
can speak, he or she must take the Read/Write
Special: A character can take 10 when making a Sense Motive Language skill for the appropriate language.
check, but cant take 20.
A character can choose any language, modern or ancient.
A character with the Attentive feat gets a +2 bonus on all Sense (See the table accompanying Read/Write
Motive checks. Language for suggestions.) The GM might determine
A character can use Sense Motive to detect that a hidden message that a character cant learn a specific language due to
is being transmitted via the Bluff skill (DC equal to the bluff the circumstances of the campaign.
check result of the sender). If the characters check result beats
the DC by 5 or more, the character understands the secret
message as well. If the characters check fails by 5 or more, the
character misinterprets the message in some fashion.
Spot (Wis)
Time: A Sense Motive check may be made as a reaction to Check: The Spot skill is used to notice items that arent
immediately obvious and people who are attempting to hide. The
another characters Bluff check. (When thats the case, the GM
may roll the characters Sense Motive check in secret, so the GM may call for a Spot check by a character who is in a position
to notice something. A character can also make a Spot check
character doesnt necessarily know someones trying to bluff him
or her.) Using Sense Motive to get a sense of someones voluntarily if he or she wants to try to notice something in his or
her vicinity.
trustworthiness takes at least 1 minute.
The GM may make the Spot check in secret so that the character
doesnt know whether not noticing anything means that nothing
is there or that the character failed the check.

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 64 >
A successful Spot check when there isnt anything to notice Constitution score, but only if the character does nothing but take
results in the character noticing nothing. move actions or free actions. If the character takes an attack
action or a full-round action, the amount of breath the character
Spot is often used to notice a person or creature hiding from
has remaining is reduced by 1 round. (Effectively, a character in
view. In such cases, the characters Spot check is opposed by the
combat can hold his or her breath only half as long as normal.)
Hide check of the character trying not to be seen. Spot is also
After that period of time, the character must make a Constitution
used to detect someone in disguise (see the Disguise skill), or to
check (DC 10) every round to continue holding his or her breath.
notice a concealed weapon on another person.
Each round, the DC of the check increases by 1. If the character
A characters Spot check is modified by a 1 penalty for every 10 fails the check, the character begins to drown.
feet of distance between the character and the character or object
The DC for the Swim check depends on the water:
he or she is trying to discern. The check carries a further 5
penalty if the character is in the midst of activity.
Water DC
Try Again?: A character can make a Spot check every time he or
she has the opportunity to notice something in a reactive manner. Calm water 10
As a full-round action, a character may attempt to notice
something that he or she failed (or believe he or she failed) to Rough water 15
notice previously.
Special: A character can take 10 or take 20 when making a Spot Stormy water 20
check.
A character with the Alertness feat gets a +2 bonus on all Spot Each hour that the character swims, make a Swim check against
checks. DC 20. If the character fails, he or she becomes fatigued. If the
character fails a check while fatigued, the character becomes
Time: A Spot check is either a reaction (if called for by the GM) exhausted. If the character fails a check while exhausted, the
or a full-round action (if a character actively takes the time to try character becomes unconscious. Unconscious characters go
to notice something). underwater and immediately begin to drown.

Survival (Wis) Try Again?: A new check is allowed the round after a check is
failed.
Check: A character can keep his or herself and others safe and fed Special: A character takes a penalty of 1 for every 5 pounds of
in the wild. gear he or she carries, including armor and weapons.

DC Task A character can take 10 when making a Swim check, but cant
take 20.
Get along in the wild. Move up to half the characters overland speed while hunting and A character with the Athletic feat gets a +2 bonus on all Swim
10 foraging (no food or water supplies needed). The character can provide food and water for
one other person for every 2 points by which the characters check result exceeds 10. checks.
Time: A Swim check is either a move action or a full-round
Gain a +2 circumstance bonus on Fortitude saves against severe weather while moving up action, as described above.
to half the characters overland speed, or gain a +4 circumstance bonus if stationary. The
15
character may grant the same bonus to one other character for every 1 point by which the
characters check result exceeds 15.

18 Avoid getting lost and avoid natural hazards, such as quicksand.


Treat Injury (Wis)
Check: The DC and effect depend on the task attempted.
With the Track feat, a character can use Survival checks to track
Long-Term Care (DC 15): With a medical kit, the successful
a character or animal across various terrain types. application of this skill allows a patient to recover hit points and
Special: A character can take 10 when making a Survival check. ability points lost to temporary damage at an advanced rate3 hit
A character can take 20 when tracking, or if there is no danger or points per character level or 3 ability points restored per day of
penalty for failure, but not on periodic checks to get along in the complete rest. A new check is made each day; on a failed check,
wild. recovery occurs at the normal rate for that day of rest and care.
A character with the Guide feat gets a +2 bonus on all Survival A character can tend up to as many patients as he or she has ranks
checks. in the skill. The patients need complete bed rest (doing nothing
all day). The character needs to devote at least hour of the day
Time: Basic Survival checks occur each day in the wilderness or
to each patient the character is caring for.
whenever a hazard presents itself. When using Survival with the
Track feat to track a character or animal, checks are made Restore Hit Points (DC 15): With a medical kit, if a character has
according to distance, as described in the Track feat. lost hit points, the character can restore some of them. A
successful check, as a full-round action, restores 1d4 hit points.
The number restored can never exceed the characters full normal
Swim (Str) Armor Penalty total of hit points. This application of the skill can be used
successfully on a character only once per day.
Check: A successful Swim check allows a character to swim one- Revive Dazed, Stunned, or Unconscious Character (DC 15): With
quarter his or her speed as a move action or half the characters a first aid kit, the character can remove the dazed, stunned, or
speed as a full-round action. Roll once per round. If the character unconscious condition from a character. This check is an attack
fails, he or she makes no progress through the water. If the action.
character fails by 5 or more, he or she goes underwater.
A successful check removes the dazed, stunned, or unconscious
If the character is underwater (from failing a swim check or condition from an affected character. The character cant revive
because the character is swimming underwater intentionally), the an unconscious character who is at 1 hit points or lower without
character must hold his or her breath. A character can hold his or first stabilizing the character.
her breath for a number of rounds equal to the characters

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 65 >
Stabilize Dying Character (DC 15): With a medical kit, a Special: The Treat Injury skill cannot be used on nonliving or
character can tend to a character who is dying. As an attack inorganic creatures, such as constructs or undead.
action, a successful Treat Injury check stabilizes another
character. The stabilized character regains no hit points, but he or
she stops losing them. The character must have a medical kit to
stabilize a dying character. Tumble (Dex) Trained Only; Armor Penalty
Surgery (DC 20): With a surgery kit, a character can conduct Check: A character can land softly when he or she falls, tumble
field surgery. This application of the Treat Injury skill carries a past opponents in combat, or tumble through opponents.
4 penalty, which can be negated with the Surgery feat. Surgery Land Softly: The character can make a Tumble check (DC 15)
requires 1d4 hours; if the patient is at negative hit points, add an when falling. If the check succeeds, treat the fall as if it were 10
additional hour for every point below 0 the patient has fallen. feet shorter when determining damage.
Surgery restores 1d6 hit points for every character level of the Tumble past Opponents: With a successful Tumble check (DC
patient (up to the patients full normal total of hit points) with a 15), the character can weave, dodge, and roll up to 20 feet
successful skill check. Surgery can only be used successfully on a through squares adjacent to opponents, risking no attacks of
character once in a 24-hour period. A character who undergoes opportunity. Failure means the character moves as planned, but
surgery is fatigued for 24 hours, minus 2 hours for every point provokes attacks of opportunity as normal.
above the DC the surgeon achieves. The period of fatigue can
never be reduced below 6 hours in this fashion. Tumble through Opponents: With a successful Tumble check
(DC 25), the character can roll, jump, or dive through squares
Treat Disease (DC 15): A character can tend to a character occupied by opponents, moving over, under, or around them as if
infected with a treatable disease. Every time the diseased they werent there. Failure means the character moves as planned,
character makes a saving throw against disease effects (after the but provokes attacks of opportunity as normal.
initial contamination), the treating character first makes a Treat
Injury check to help the diseased character fend off secondary Try Again?: No.
damage. This activity takes 10 minutes. If the treating characters Special: A character with 5 or more ranks in Tumble gains a +3
check succeeds, the treating character provides a bonus on the dodge bonus to Defense (instead of the normal +2) when fighting
diseased characters saving throw equal to his or her ranks in this defensively, and a +6 dodge bonus (instead of the normal +4)
skill. when engaging in total defense. A character can take 10 when
Treat Poison (DC 15): A character can tend to a poisoned making a Tumble check, but cant take 20.
character. When a poisoned character makes a saving throw A character with the Acrobatic feat and at least 1 rank in this skill
against a poisons secondary effect, the treating character first gets a +2 bonus on all Tumble checks.
makes a Treat Injury check as an attack action. If the treating
characters check succeeds, the character provides a bonus on the Time: A character can try to reduce damage from a fall as a
poisoned characters saving throw equal to his or her ranks in this reaction once per fall. A character can attempt to tumble as a free
skill. action that must be performed as part of a move action.

Try Again?: Yes, for restoring hit points, reviving dazed, stunned,
or unconscious characters, stabilizing dying characters, and
surgery. No, for all other uses of the skill.
Special: The Surgery feat gives a character the extra training he
or she needs to use Treat Injury to help a wounded character by
means of an operation.
A character can take 10 when making a Treat Injury check. A
character can take 20 only when restoring hit points or attempting
to revive dazed, stunned, or unconscious characters.
Long-term care, restoring hit points, treating disease, treating
poison, or stabilizing a dying character requires a medical kit.
Reviving a dazed, stunned, or unconscious characters requires
either a first aid kit or a medical kit. Surgery requires a surgery
kit. If the character does not have the appropriate kit, he or she
takes a 4 penalty on the check.
A character can use the Treat Injury skill on his or herself only to
restore hit points, treat disease, or treat poison. The character
takes a 5 penalty on your check any time he or she treats his or
herself.
A character with the Medical Expert feat gets a +2 bonus on all
Treat Injury checks.
Time: Treat Injury checks take different amounts of time based
on the task at hand, as described above.
This skill can be used to treat members of other species, provided
they are neither constructs nor undead.
Check: For all uses of this skill except surgery, the skill checks
DCs are unchanged.
Performing surgery on creatures of a type different from your
own carries a 8 penalty. The Surgery feat reduces the penalty to
4, while the Xenomedic feat negates the penalty entirely.

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 66 >
Normal: What a character who does not have this feat is limited
to or restricted from doing. If there is no particular drawback to
not possessing the feat, this entry is absent.
Special: Additional facts about the feat.

Acrobatic
Benefit: The character gets a +2 bonus on all Jump checks and
Tumble checks.
Special: Remember that the Tumble skill cant be used untrained.

Action Boost
You have the ability to alter your luck drastically in dire
circumstances.
Benefit: When you spend an action point, you roll d8s instead of
d6s for the action result.

USS Enterprise Advanced Combat Martial Arts


NCC-1701-A Prerequisites: Combat Martial Arts, Improved Combat Martial
Arts, base attack bonus +8.
Benefit: When the character scores a critical hit on an opponent
Feats with an unarmed strike, the character deals triple damage.
Normal: An unarmed strike critical hit deals double damage.

Advanced Firearms Proficiency


A feat is a special feature that either gives your character a new
capability or improves one he or she already has. Unlike a skill, a Prerequisite: Personal Firearms Proficiency.
feat has no ranks. A character either has a feat or Benefit: The character can fire any personal firearm on autofire
does not. without penalty (provided, of course, that it has an autofire
setting).
ACQUIRING FEATS Normal: Characters without this feat take a 4 penalty on attack
Unlike skills, feats are not bought with points. A player simply rolls made with personal firearms set on autofire.
chooses them for his or her character. Each character gets one Advanced Two-Weapon Fighting
feat upon creation. At 3rd level and every three levels thereafter
(6th, 9th, 12th, 15th, and 18th), he or she gains another feat. Feats Prerequisites: Dexterity 13, Two-Weapon Fighting, Improved
are gained according to character level, regardless of individual Two-Weapon Fighting, base attack bonus +11.
class levels. Additionally, members of some classes get bonus
Benefit: The character gets a third attack with his or her offhand
feats as class features. These feats may be chosen from special
weapon, albeit at a 10 penalty. This feat also allows the
lists A human character also gets a bonus feat at 1st level, chosen
character to use a melee weapon in one hand and a ranged
by the player. This feat can be of any feat for which the character
weapon in the other.
qualifies.
Agile Riposte
PREREQUISITES Prerequisites: Dexterity 13, Dodge.
Some feats have prerequisites. Your character must have the Benefit: Once per round, if the opponent the character has
indicated ability score, class feature, feat, skill, base attack bonus, designated as his or her dodge target (see the Dodge feat) makes a
or other quality designated in order to select or use that feat. A melee attack or melee touch attack against the character and
character can gain a feat at the same level at which he or she misses, the character may make an attack of opportunity against
gains the prerequisite. A character cant use a feat if he or she has that opponent. Resolve and apply the effects from both attacks
lost a prerequisite. For example, if your characters Strength simultaneously.
drops below 13 he or she cant use the Power Attack feat until the
Even a character with the Combat Reflexes feat cant use the
prerequisite is once again met.
Agile Riposte feat more than once per round. This feat does not
Feat Descriptions grant more attacks of opportunity than the character is normally
allowed in a round.
Below is the format for feat descriptions.
Feat Name: The name of the feat. Aircraft Operation
Prerequisite: A minimum ability score, another feat or feats, a Select a class of aircraft (heavy aircraft, helicopters, jet fighters,
minimum base attack bonus, and/or the minimum ranks in a skill or spacecraft). The character is proficient at operating that class
that a character must have to acquire this feat. This entry is absent of aircraft.
if a feat has no prerequisite. The heavy aircraft class includes jumbo passenger airplanes,
A character can gain a feat at the same level at which he or she large cargo planes, heavy bombers, and any other aircraft with
gains all the prerequisites. three or more engines. Helicopters include transport and combat
helicopters of all types. Jet fighters include military fighter and
A character cant use a feat if the character has lost a prerequisite. ground attack jets. Spacecraft are vehicles such as the space
Benefit: What the feat enables a character to do. shuttle and the lunar lander.

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 67 >
Prerequisite: Pilot 4 ranks. Attentive
Benefit: The character takes no penalty on Pilot checks or attack Benefit: The character gets a +2 bonus on all Investigate checks
rolls made when operating an aircraft of the selected class. and Sense Motive checks.
Normal: Characters without this feat take a 4 penalty on Pilot Special: Remember that the Investigate skill cant be used
checks made to operate an aircraft that falls in any of these untrained.
classes, and on attacks made with aircraft weapons. There is no
penalty when the character operates a general-purpose aircraft.
Special: The character can gain this feat multiple times. Each Blind-Fight
time the character takes the feat, the character selects a different
class of aircraft. Benefit: In melee combat, every time the character misses
because of concealment, the character can reroll the miss chance
Alertness roll one time to see if the character actually hits.
Benefit: The character gets a +2 bonus on all Listen checks and The character takes only half the usual penalty to speed for being
Spot check unable to see. Darkness and poor visibility in general reduces the
characters speed to three-quarters of normal, instead of one-half.
Alien Weapons Proficiency
You are proficient with alien weapons. Brawl
Benefit: You take no penalty on attack rolls when using any kind Benefit: When making an unarmed attack, the character receives
of alien weapon. a +1 competence bonus on attack rolls, and the character deals
nonlethal damage equal to 1d6 + his or her Strength modifier.
Special: A creature without this feat takes a 4 non proficient
penalty when making attacks with an alien weapon. Normal: Unarmed attacks normally deal nonlethal damage equal
to 1d3 + Strength modifier.
Animal Affinity
Builder
Benefit: The character gets a +2 bonus on all Handle Animal
checks and Ride checks. Benefit: Pick two of the following skills: Craft (chemical), Craft
(electronic), Craft (mechanical), and Craft (structural). The
Special: Remember that the Handle Animal skill cant be used character gets a +2 bonus on all checks with those skills.
untrained.
Special: The character can select this feat twice. The second time,
Archaic Weapons Proficiency the character applies it to the two skills he or she didnt pick
originally. Remember that Craft (chemical), Craft (electronic),
Benefit: The character takes no penalty on attack rolls and Craft (mechanical) cannot be used untrained.
when using any kind of archaic weapon.
Normal: A character without this feat takes the 4 non- Burst Fire
proficient penalty when making attacks with archaic Prerequisites: Wisdom 13, Personal Firearms Proficiency,
weapons Advanced Firearms Proficiency.
Armor Proficiency (Heavy) Benefit: When using an automatic firearm with at least five
bullets loaded, the character may fire a short burst as a single
Prerequisites: Armor Proficiency (light), Armor Proficiency attack against a single target. The character receives a 4 penalty
(medium). on the attack roll, but deal +2 dice of damage.
Benefit: See Armor Proficiency (light). Firing a burst expends five bullets and can only be done if the
Normal: See Armor Proficiency (light). weapon has five bullets in it.

Armor Proficiency (Light) Normal: Autofire uses ten bullets, targets a 10-foot-by-10-foot
area, and cant be aimed at a specific target. Without this feat, if a
Benefit: When a character wears a type of armor with which he or character attempts an autofire attack at a specific target, it simply
she is proficient, the character gets to add the armors equipment counts as a normal attack and all the extra bullets are wasted.
bonus to his or her Defense. Also, the armor check penalty
Special: If the firearm has a three-round burst setting, firing a
applies only to Balance, Climb, Escape Artist, Hide, Jump, Move
burst expends three bullets instead of five and can be used if the
Silently, and Tumble checks.
weapon has only three bullets in it.
Normal: A character who wears armor with which he or she is not
proficient adds only the armors nonproficient equipment bonus Cautious
to his or her Defense. Also, he or she suffers its armor check Benefit: The character gets a +2 bonus on all Demolitions checks
penalty on attack rolls and on all skill checks that involve and Disable Device checks.
moving.
Special: Remember that the Demolitions skill and the Disable
Armor Proficiency (Medium) Device skill cant be used untrained
Prerequisite: Armor Proficiency (light). Cleave
Benefit: See Armor Proficiency (light). Prerequisites: Strength 13, Power Attack.
Normal: See Armor Proficiency (light). Benefit: If the character deals an opponent enough damage to
Athletic make the opponent drop (either by knocking the opponent out due
to massive damage or by reducing the opponents hit points to
Benefit: The character gets a +2 bonus on all Climb checks and less than 0), the character gets an immediate extra melee attack
Swim checks. against another opponent adjacent to the character. The character
cant take a 5-foot step before making this extra attack. The extra
attack is with the same weapon and at the same bonus as the

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 68 >
attack that dropped the previous opponent. The character can use
this ability once per round.

U.S.S. Enterprise
NCC-1701-B

Combat Expertise With this feat, the character may also make attacks of opportunity
when flat-footed.
Prerequisite: Intelligence 13.
Normal: A character without the Combat Reflexes feat can make
Benefit: When the character uses the attack action or the full only one attack of opportunity per round and cant make attacks
attack action in melee, the character can take a penalty of up to 5 of opportunity when flat-footed.
on his or her attack roll and add the same number (up to +5) to
the characters Defense. This number may not exceed the Special: The Combat Reflexes feat doesnt allow a Fast hero with
characters base attack bonus. The changes to attack rolls and the opportunist talent to use that talent more than once per round.
Defense last until the characters next action. The bonus to the Combat Throw
characters Defense is a dodge bonus (and as such it stacks with
other dodge bonuses the character may have). Prerequisite: Defensive Martial Arts.
Normal: A character without the Combat Expertise feat can fight Benefit: The character gains a +2 bonus on opposed Strength and
defensively while using the attack or full attack action to take a Dexterity checks any time the character attempts trip or grapple
4 penalty on attacks and gain a +2 dodge bonus to Defense. attacks, or when the character trys to avoid a trip or grapple
attack made against him or her.
Combat Martial Arts
Confident
Prerequisite: Base attack bonus +1.
Benefit: The character gets a +2 bonus on all Gamble checks and
Benefit: With an unarmed strike, the character deals lethal or
Intimidate checks, and on level checks to resist intimidation.
nonlethal damage (the characters choice) equal to 1d4 + the
characters Strength modifier. The characters unarmed attacks Craft Cybernetics
count as armed, which means that opponents do not get attacks of
opportunity when the character attacks them unarmed. The You can construct cybernetic attachments.
character may make attacks of opportunity against opponents Prerequisites: Craft (electrical) 10 ranks, Craft (mechanical) 10
who provoke such attacks. ranks, Knowledge (life sciences) 5 ranks.
Normal: Without this feat, a character deals only 1d3 points of Benefits: You can build cybernetic attachments. You must first
nonlethal damage. Unarmed attacks normally provoke attacks of make a Wealth check against the purchase DC of the attachment
opportunity, and unarmed combatants cannot normally make (to acquire the necessary components), then invest 24 hours in its
attacks of opportunity. construction. At the end of that time, you must succeed at a Craft
(mechanical) check (DC 30) and a Craft (electrical) check (DC
Combat Reflexes 30).
Benefit: The maximum number of attacks of opportunity the
If both Craft checks succeed, the cybernetic attachment functions
character may make each round is equal to the characters
properly and can be installed at any time (see the Cybernetic
Dexterity modifier + 1. The character can still only make one
Surgery feat). If either or both checks fail, the attachments
attack of opportunity on a single opponent.
design is flawed; another 24 hours must be spent fixing the

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 69 >
problems, and two new checks must be made at the end of that subsequent attacks from that opponent. The character can select a
time. new opponent on any action.
Special: This feat does not allow you to build a cybernetic Special: A condition that makes the character lose his or her
attachment of a higher Progress Level. Dexterity bonus to Defense also makes the character lose dodge
bonuses. Also, dodge bonuses stack with each other, unlike most
Creative other types of bonuses.
Benefit: Pick two of the following skills: Craft (visual art), Craft
(writing), Perform (act), Perform (dance), Perform (keyboards),
Double Tap
Perform (percussion instruments), Perform (sing), Perform Prerequisites: Dexterity 13, Point Blank Shot.
(stand-up), Perform (string instruments), and Perform (wind
Benefit: When using a semiautomatic firearm with at least two
instruments). The character gets a +2 bonus on all checks with
bullets loaded, the character may fire two bullets as a single
those two skills.
attack against a single target. The character receives a 2 penalty
Special: A character can select this feat as many as five times. on this attack, but deals +1 die of damage with a successful hit.
Each time, the character selects two new skills from the choices Using this feat fires two bullets and can only be done if the
given above. weapon has two bullets in it.

Cybernetic Surgery Drive-By Attack


You can graft cybernetic attachments onto living tissue as well as Benefit: The character takes no vehicle speed penalty when
safely remove them. making an attack while in a moving vehicle. Also, if the character
is the driver, he or she can take his or her attack action to make an
Prerequisites: Treat Injury 8 ranks, Surgery.
attack at any point along the vehicles movement.
Benefit: You can make a Treat Injury check (DC 20) to install or
Normal: When attacking from a moving vehicle, a character takes
remove a cybernetic attachment. If you do not have a surgery kit
a penalty based on the vehicles speed. Passengers can ready an
or access to a medical facility, you take a 4 penalty on the
action to make an attack when their vehicle reaches a particular
check. Cybernetic surgery takes 1d4 hours.
location, but the driver must make his or her attack action either
The consequences of failure are severe: If your check result fails before or after the vehicles movement.
by 5 or more, the installation or removal of the cybernetic
attachment causes undue physical trauma to the patient, who Educated
suffers 1d4 points of Constitution damage. If the check result Benefit: Pick two Knowledge skills. The character gets a +2
fails by 10 or more, the Constitution damage is treated as bonus on all checks with those skills.
Constitution drain instead.
Special: A character can select this feat as many as seven times.
A character who undergoes cybernetic surgery (successful or not) Each time, the character selects two new Knowledge skills.
is fatigued for 24 hours. Reduce this time by 2 hours for every
point above the DC the surgeon achieves. The period of fatigue Elusive Target
can never be reduced below 6 hours in this fashion.
Prerequisites: Dexterity 13, Defensive Martial Arts.
Normal: Characters without this feat take a 8 penalty on Treat
Injury checks made to perform cybernetic surgery (4 penalty if Benefit: When fighting an opponent or multiple opponents in
they have the Surgery feat). melee, other opponents attempting to target the character with
ranged attacks take a 4 penalty. This penalty is in addition to the
Dead Aim normal 4 penalty for firing into melee, making the penalty to
target to character 8.
Prerequisites: Wisdom 13, Far Shot.
Special: An opponent with the Precise Shot feat has the penalty
Benefit: Before making a ranged attack, the character may take a lessened to 4 when targeting the character.
full-round action to line up your shot. This grants the character a
+2 circumstance bonus on his or her next attack roll. Once the Endurance
character begins aiming, he or she cant move, even to take a 5-
foot step, until after the character makes his or her next attack, or Benefit: The character gains a +4 bonus on the following checks
the benefit of the feat is lost. Likewise, if the characters and saves: hourly Swim checks to avoid becoming fatigued,
concentration is disrupted or the character is attacked before his Constitution checks to continue running, Constitution checks to
or her next action, the character loses the benefit of aiming. hold the characters breath, Constitution checks to avoid damage
from starvation or thirst, Fortitude saves to avoid damage from
Deceptive hot or cold environments, and Fortitude saves to resist suffocation
or drowning.
Benefit: The character gets a +2 bonus on all Bluff checks and
Disguise checks Also, the character may sleep in medium or light armor without
becoming fatigued.
Defensive Martial Arts Normal: A character without this feat who sleeps in armor is
Benefit: The character gains a +1 dodge bonus to Defense against automatically fatigued the following day
melee attacks.
Exotic Firearms Proficiency
Special: A condition that makes the character lose his or her
Dexterity bonus to Defense also makes the character lose dodge Choose a weapon type from the following list: cannons, heavy
bonuses. Also, dodge bonuses stack, unlike most other types of machine guns, grenade launchers, and rocket launchers.
bonuses. Prerequisites: Personal Firearms Proficiency, Advanced Firearms
Proficiency.
Dodge
Benefit: The character makes attack rolls with the weapon
Prerequisite: Dexterity 13.
normally.
Benefit: During the characters action, the character designates an
opponent and receives a +1 dodge bonus to Defense against any
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 70 >
Normal: A character who uses a weapon without being proficient Special: Remember that the Computer Use skill and the Repair
with it takes a 4 penalty on attack rolls. skill can only be used untrained in certain situations
Special: A character can gain this feat as many as four times. Great Cleave
Each time a character takes the feat, he or she selects a different
weapon group Prerequisites: Strength 13, Power Attack, Cleave, base attack
bonus +4.
Exotic Melee Weapon Proficiency Benefit: As Cleave, except that the character has no limit to the
Choose one exotic melee weapon from. The character is number of times he or she can use it per round
proficient with that melee weapon in combat.
Great Fortitude
Prerequisite: Base attack bonus +1.
Benefit: The character gets a +2 bonus on all Fortitude saving
Benefit: The character makes attack rolls with the weapon throws
normally.
Normal: A character who uses a weapon without being proficient Guide
with it takes a 4 penalty on attack rolls. Benefit: The character gets a +2 bonus on all Navigate checks
Special: A character can gain this feat multiple times. Each time and Survival checks.
the character takes the feat, he or she selects a different exotic Heroic Surge
melee weapon.
Benefit: The character may take an extra move action or attack
Far Shot action in a round, either before or after the characters regular
Benefit: When the character uses a firearm or archaic ranged actions. The character may use Heroic Surge a number of times
weapon, its range increment increases by one-half (multiply by per day depending on his or her character level (as shown below),
1.5). When the character throws a weapon, its range increment is but never more than once per round.
doubled.
Character Level Times per Day
Focused
1st4th 1
Benefit: The character gets a +2 bonus on all Balance checks and
Concentration checks.
5th8th 2
Force Stop
9th12th 3
Prerequisites: Drive 4 ranks, Vehicle Expert.
Benefit: When the character attempts a sideswipe stunt with a 13th16th 4
surface vehicle, the character can force the other vehicle to a stop
by nudging it into a controlled sideways skid. In addition to the 17th20th 5
normal requirements for attempting a sideswipe stunt, the
character must have sufficient movement remaining to move a
number of squares equal to the characters turn number.
After succeeding on the check to attempt the sideswipe, the Improved Brawl
character makes a Drive check opposed by the other driver. If the
character succeeds, turn the other vehicle 90 degrees across the Prerequisites: Brawl, base attack bonus +3.
front of the characters, so that they form a tee. Move them Benefit: When making an unarmed attack, the character receives
forward a distance equal to the characters turn number. The a +2 competence bonus on his or her attack roll, and the character
vehicles end their movement at that location, at stationary speed, deals non-lethal damage equal to 1d8 + the characters Strength
and take their normal sideswipe damage. modifier.
If the character fails the check, resolve the sideswipe normally. Normal: Unarmed attacks normally deal non-lethal damage equal
to 1d3 + Strength modifier.
Frightful Presence
Prerequisites: Charisma 15, Intimidate 9 ranks. Improved Bull Rush
Benefit: When the character uses this feat, all opponents within Prerequisites: Strength 13, Power Attack.
10 feet who have fewer levels than the character must make a Benefit: When the character performs a bull rush, the character
Will saving throw (DC 10 + the characters level + the does not provoke an attack of opportunity from the defender
characters Charisma modifier). An opponent who fails his or her
save is shaken, taking a 2 penalty on attack rolls, saves, and skill Improved Combat Martial Arts
checks for a number of rounds equal to 1d6 + the characters
Prerequisites: Combat Martial Arts, base attack bonus +4.
Charisma modifier. The character can use the feat once per round
as a free action. Benefit: The characters threat range on an unarmed strike
improves to 1920.
A successful save indicates that the opponent is immune to the
characters use of this feat for 24 hours. This feat does not affect Normal: A character without this feat threatens a critical hit with
creatures with an Intelligence of 3 or lower. an unarmed strike only on a 20.
If the character has the Renown feat, the Will saving throws DC Improved Combat Throw
increases by 5.
Prerequisites: Defensive Martial Arts, Combat Throw, base attack
Gearhead bonus +3.
Benefit: The character gets a +2 bonus on all Computer Use Benefit: In melee combat, if an opponent attacks and misses the
checks and Repair checks. character, the character may immediately make a trip attack

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 71 >
against the opponent. This counts as an attack of opportunity, Normal: Without this feat, a character can only get a single extra
which the character can make even if he or she is unarmed. attack with an off-hand weapon, and both weapons must be of the
Attacking unarmed in this way does not provoke an attack of same type (either both ranged weapons or both melee weapons).
opportunity.
Iron Will
Special: This feat doesnt grant the character more attacks of
opportunity than he or she is normally allowed in a round. Benefit: The character gets a +2 bonus on all Will saving throws.

Improved Damage Threshold Jack Of All Trades


Benefit: The character increases his or her massive damage Youve picked up a smattering of even the most obscure skills.
threshold by 3 points. Prerequisite: Character level 8th+.
Normal: A character without this feat has a massive damage Benefit: You can use any skill untrained, even those that
threshold equal to his or her current Constitution score. With this normally require training and those that are exclusive to classes
feat, the characters massive damage threshold is current Con +3. you dont have. You cannot, however, gain ranks in a skill unless
Special: A character may gain this feat multiple times. Its effects you are allowed to select it.
stack.
Knock out Punch
Improved Disarm Prerequisites: Brawl, base attack bonus +3.
Prerequisites: Intelligence 13, Combat Expertise. Benefit: When making the characters first unarmed attack
Benefit: The character does not provoke an attack of opportunity against a flat-footed opponent, treat a successful attack as a
when the character attempts to disarm an opponent, nor does the critical hit. This damage is non-lethal damage.
opponent get a chance to disarm the character. Special: Even if the character has the ability to treat unarmed
damage as lethal damage, the damage from a knock out punch is
Improved Feint always non-lethal.
Prerequisites: Intelligence 13, Brawl, Street fighting.
Lightning Reflexes
Benefit: The character can make a Bluff check in combat as a
move action. The character receives a +2 bonus on Bluff checks Benefit: The character gets a +2 bonus on all Reflex saving
made to feint in melee combat. throws
Normal: Feinting in combat requires an attack action. Mastercrafter
Improved Initiative You are adept at creating mastercraft electronic and mechanical
devices (including tools, vehicles, weapons, robot manipulators,
Benefit: The character gets a +4 circumstance bonus on initiative and armor).
checks
Prerequisites: Craft (electrical) 8 ranks, Craft (mechanical) 8
ranks.
Improved Knock out Punch Benefit: When successfully completed, a mastercraft electronic or
mechanical object provides an equipment bonus on skill checks
Prerequisites: Brawl, Knock out Punch, base attack bonus +6.
made to use the object (in the case of mastercraft vehicles, this
Benefit: When making the characters first unarmed attack includes Drive or Pilot checks). A mastercraft weapon provides a
against a flat-footed opponent, treat a successful attack as a bonus on attack or damage rolls (your choice). A mastercraft suit
critical hit. This critical hit deals triple damage. The damage is of armor improves the armors equipment bonus to Defense. In
non-lethal damage. each case, the bonus can be +1, +2, or +3, and no single object
can have more than one mastercraft feature. (For instance, you
Special: Even if the character has the ability to treat unarmed
cannot build a mastercraft weapon that gains a bonus on attack
damage as lethal damage, the damage from a knock out punch is
rolls and damage rolls.)
always non-lethal
On average, it takes twice as long to build a mastercraft object as
Improved Trip it does to build an ordinary object of the same type. The cost to
Prerequisites: Intelligence 13, Combat Expertise. build a mastercraft object is equal to the purchase DC for the
object (or its components) + the bonus provided by the
Benefit: The character does not provoke an attack of opportunity mastercraft feature (+1, +2, or +3).
when the character tries to trip an opponent while the character is
unarmed. In addition to the Wealth check, you must also pay a cost in
experience points equal to 250 the bonus provided by the
If the character trips an opponent in melee combat, the character mastercraft feature. The experience points must be paid before
immediately gets to make a melee attack against that opponent as making the Craft check. If the expenditure of these experience
if the character had not used his or her attack action for the trip points would drop you below the minimum needed for your
attempt. current level, then the experience points cant be paid and you
cant make the mastercraft object until you have sufficient
Improved Two-Weapon Fighting experience points to remain at your current level after the
Prerequisites: Dexterity 13, Two-Weapon Fighting, base attack expenditure is made.
bonus +6. Apply the following modifiers to the Craft check DC for
Benefit: The character gets a second attack with his or her mastercraft items:
offhand weapon, albeit at a 5 penalty. Also, this feat allows the
character to use a melee weapon in one hand and a ranged
weapon in the other.

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 72 >
Normal: Characters without this feat take a 4 penalty on attack
Mastercraft Feature DC Modifier
rolls made with personal firearms
Mastercraft (+1) +3 Planetary Adaptation
Your physiology has been altered by life on a planet with a harsh
Mastercraft (+2) +5
climate or adverse environmental conditions.
Mastercraft (+3) +10 Benefit: You gain one of the benefits listed below, depending on
your planet of origin.
You can add the mastercraft feature to an existing ordinary object Barren World: You gain a +4 bonus on Survival checks and a +4
or a lower-grade mastercraft object by making a Wealth check bonus on Constitution checks against starvation and thirst.
and then making the Craft check as though you were constructing
the object from scratch. Cold World: You gain a +4 bonus on Fortitude saves against
extreme cold, as well as cold resistance 5.
Dark World: You gain darkvision out to a range of 60 feet.
Medical Expert Darkvision is black and white only, but otherwise works as
normal sight.
Benefit: The character gets a +2 bonus on all Craft
High-G World: You gain a +2 bonus to your Strength. Reduce
(pharmaceutical) checks and Treat Injury checks.
your base height by 6 inches.
Special: Remember that the Craft (pharmaceutical) skill cant be
Hot World: You gain a +4 bonus on Fortitude saves against
used untrained.
extreme heat, as well as fire resistance 5.
Meticulous Low-G World: You gain a +2 bonus to your Dexterity. Increase
Benefit: The character gets a +2 bonus on all Forgery checks and your base height by 6 inches.
Search checks. Water World: You gain a +4 bonus on Swim checks and can hold
your breath for a number of rounds equal to twice your
Mobility Constitution score.
Prerequisites: Dexterity 13, Dodge. Special: You may only take this feat at 1st level. You may select
Benefit: The character gets a +4 dodge bonus to Defense against this feat more than once, however, if you get multiple feats at 1st
attacks of opportunity provoked when the character moves out of level; each time you choose this feat, you gain a different benefit.
a threatened square.
Point Blank Shot
Special: A condition that makes a character lose his or her
Dexterity bonus to Defense also makes the character lose dodge Benefit: The character gets a +1 bonus on attack and damage rolls
bonuses. Also, dodge bonuses stack with each other, unlike most with ranged weapons against opponents within 30 feet
other types of bonuses.
Power Attack
Nimble Prerequisite: Strength 13.
Benefit: The character gets a +2 bonus on all Escape Artist Benefit: On the characters action, before making attack rolls for
checks and Sleight of Hand checks. a round, the character may choose to subtract a number from all
Special: Remember that the Sleight of Hand skill cant be used melee attack rolls and add the same number to all melee damage
untrained. rolls. This number may not exceed the characters base attack
bonus.
Oathbound The penalty on attacks and bonus on damage applies until the
You swear undying allegiance to a person, group, organization, characters next action.
nation, planet, stellar empire, ethical philosophy, moral
philosophy, or belief system. By doing so, you can better Precise Shot
influence others who share your allegiance and more effectively Prerequisite: Point Blank Shot.
oppose those who dont.
Benefit: The character can shoot or throw ranged weapons at an
Prerequisites: At least one declared allegiance. opponent engaged in melee without penalty.
Benefit: Choose one of your allegiances. The allegiance you Normal: A character takes a 4 penalty when using a ranged
select becomes your primary allegiance and cannot be broken, weapon to attack an opponent who is engaged in melee combat.
except by you. The strength of your allegiance enables you to
better assist other beings who have the same allegiance; if your Quick Draw
aid another attempt succeeds, your ally gains a +3 circumstance
Prerequisite: Base attack bonus +1.
bonus (instead of +2) on his skill check result or attack roll. Your
dedication also grants you a +1 bonus on attack rolls made Benefit: The character can draw a weapon as a free action.
against creatures that do not have this allegiance.
A character with this feat may throw weapons at his or her full
Special: You cannot apply the benefits of this feat to multiple normal rate of attacks.
allegiances. If you break your oathbound allegiance, you forever
Normal: A character can draw a weapon as a move action. If a
lose the benefits of this feat but may take the feat again and apply
character has a base attack bonus of +1 or higher, the character
the benefits to a new allegiance.
can draw a weapon as a free action when moving.
Personal Firearms Proficiency Quick Reload
Benefit: The character can fire any personal firearm without
Prerequisite: Base attack bonus +1.
penalty.
Benefit: Reloading a firearm with an already filled box magazine
or speed loader is a free action. Reloading a revolver without a
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 73 >
speed loader, or reloading any firearm with an internal magazine, Simple Weapons Proficiency
is a move action.
Benefit: The character makes attack rolls with simple weapons
Normal: Reloading a firearm with an already filled box magazine normally.
or speed loader is a move action. Reloading a revolver without a
speed loader, or reloading any firearm with an internal magazine, Normal: A character without this feat takes the 4 non proficient
is a full-round action. penalty when making attacks with simple weapons.

Run Skip Shot


Benefit: When running, the character moves a maximum of five Prerequisites: Point Blank Shot, Precise Shot.
times his or her normal speed instead of four times. If the Benefit: If the character has a solid, relatively smooth surface on
character is in heavy armor, the character can move four times his which to skip a bullet (such as a street or a concrete wall), and a
or her speed rather than three times. If the character makes a long target within 10 feet of that surface, the character may ignore
jump, the character gains a +2 competence bonus on his or her cover between the character and the target. However, the
Jump check character receives a 2 penalty on his or her attack roll, and the
characters attack deals 1 die of damage.
Salvage
Special: The surface doesnt have to be perfectly smooth and
You can salvage electrical and mechanical parts from destroyed
level; a brick wall or an asphalt road can be used. The target can
vehicles,, starships, robots, and cybernetic attachments.
have no more than nine-tenths cover for A character to attempt a
Benefit: Salvaging a destroyed vehicle, , starship, robot, or skip shot.
cybernetic attachment takes time, as noted in Table: Salvage.
Spacer
At the end of this time, make a Search check. If the check
succeeds, you may increase your Wealth score by the amount You have a special affinity for spacecraft and space travel.
indicated on the table, either by selling the salvaged parts for Benefits: You gain a +2 bonus on Computer Use checks made to
scrap or using them to offset the cost of future building projects. use onboard spacecraft computer systems, a +2 bonus on
Navigate checks when plotting a course through space, and a +2
TABLE: SALVAGE
bonus on all Pilot checks made to fly a spacecraft.

Salvaged Machine
Time Search Check Wealth Spring Attack
Required DC Increase
Prerequisites: Dexterity 13, Dodge, Mobility, base attack bonus
+4.
Vehicle
Benefit: When using an attack action with a melee weapon, the
Huge or smaller 30 min. 15 +1 character can move both before and after the attack, provided that
the total distance moved is not greater than the charaters speed.
Gargantuan 1 hr. 20 +2 Moving in this way does not provoke an attack of opportunity
from the defender the character is attacking (though it can
Colossal 3 hr. 25 +3 provoke attacks of opportunity from others, as normal).
A character cant use this feat if he or she is carrying a heavy load
Starship or wearing heavy armor.

Huge 1 hr. 30 +3 Starship Battle Run


You are skilled at starship skirmish tactics, zipping in and out of
Gargantuan 3 hr. 35 +5 an enemys sights.
Prerequisite: Dexterity 13, Starship Dodge, Starship Mobility.
Colossal 6 hr. 40 +8
Benefit: When using an attack action with a starship ranged
Robot weapon, you can move both before and after the attack, provided
that the total distance moved does not exceed the starships
Tiny or smaller 10 min. 20 +1 tactical speed.
Moving in this way does not provoke an attack of opportunity
Small to Large 30 min. 25 +2 from the defender you are attacking (though it can provoke
attacks of opportunity from other nearby starships, as normal).
Huge or bigger 1 hr. 30 +3
Starship Dodge
Cybernetic Attachment You are adept at dodging attacks while piloting starships.
Prerequisite: Dexterity 13, Pilot 6 ranks, Starship Operation (of
Replacement 10 min. 15 +1
the appropriate type).

Enhancement 30 min. 20 +2
Benefit: When piloting a starship of a type with which you are
proficient (see the Starship Operation feat), you apply a +1 dodge
Shot on the Run bonus to your ships Defense against attacks from one enemy
starship you designate during your action. You can select a new
Prerequisites: Dexterity 13, Point Blank Shot, Dodge, Mobility. enemy ship on any action.
Benefit: When using an attack action with a ranged weapon, the
character can move both before and after the attack, provided that
the characters total distance moved is not greater than his or her Starship Feint
speed.
You are skilled at misleading your enemy in starship combat.
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 74 >
Prerequisite: Pilot 9 ranks, Starship Operation (of the appropriate Benefit: When using a firearm on auto fire, the character can
type). affect an area four 5-foot squares long and one square wide (that
is, any four squares in a straight line).
Benefit: When piloting a ship with which you are proficient (see
the Starship Operation feat), you can make a Bluff check in Normal: A firearm on auto fire normally affects a 10-foot-by-10-
starship combat as a move action. In addition, you receive a +2 foot area
bonus on Bluff checks made to feint in starship combat.
Street fighting
Normal: Feinting in starship combat requires an attack action.
Prerequisites: Brawl, base attack bonus +2.
Starship Gunnery Benefit: Once per round, if the character makes a successful
You are proficient with starship weapon systems. melee attack with an unarmed strike or a light weapon, the
character deals an extra 1d4 points of damage.
Benefit: You do not take a penalty on attack rolls when firing a
starship weapon. Studious
Normal: Without this feat, you take a 4 nonproficient penalty on Benefit: The character gets a +2 bonus on all Decipher Script
attack rolls when firing a starship weapon checks and Research checks
Starship Mobility
You are adept at dodging attacks while piloting starships. Sunder
Prerequisite: Dexterity 13, Starship Dodge.
Prerequisites: Strength 13, Power Attack.
Benefit: When piloting a starship of a type with which you are
Benefit: When the character strikes an object held or carried by
proficient (see the Starship Operation feat), you apply a +4 dodge
an opponent, such as a weapon, the character does not provoke an
bonus to your ships Defense against attacks of opportunity
attack of opportunity.
caused when you move out of or within a starships threatened
area. Any condition that makes you lose your Dexterity bonus to The character gains a +4 bonus on any attack roll made to attack
Defense also makes you lose your dodge bonuses. Dodge bonuses an object held or carried by another character. The character deals
(such as this one and the dodge bonus granted by the Starship double normal damage to objects, whether they are held or
Dodge feat) stack with each other, unlike most types of bonuses. carried or not.

Starship Operation Normal: A character without this feat incurs an attack of


opportunity when he or she strikes at an object held or carried by
Select one of the following types of starships: ultralight, light, another character.
medium weight, heavy, or super heavy. You are proficient at
operating starships of that type. Surface Vehicle Operation
Prerequisite: Pilot 2 ranks. Select a class of surface vehicle (heavy wheeled, powerboat,
sailboat, ship, or tracked). The character is proficient at operating
Benefit: When operating a starship of the selected type, you take
that class of vehicle.
no penalty on Pilot checks made when operating the starship, and
you also apply your full class bonus to Defense to the ships The heavy wheeled class includes all kinds of semi-trucks and
Defense. tractor-trailers, as well as wheeled construction vehicles (such as
earth movers) and wheeled armored vehicles (such as some
Normal: Without this feat, you take a 4 non proficient penalty
armored personnel carriers). Powerboats are engine-powered
on Pilot checks made to operate a starship, and you apply only
water vessels designed for operation by a single person and
one-half your class bonus to Defense (rounded down) to the
usually no more than 100 feet in length. Sailboats are wind-
ships Defense.
powered water vessels. Ships are large, multicrewed water
Special: You can gain this feat multiple times. Each time you take vessels. Tracked vehicles include bulldozers and tanks and other
the feat, it applies to a different type of starship (ultralight, light, military vehicles.
medium weight, heavy, or super heavy).
Prerequisite: Drive 4 ranks.
Starship Strafe Benefit: The character takes no penalty on Drive checks or attack
You can use a starships ranged weapon set on automatic fire to rolls made when operating a surface vehicle of the selected class.
affect a wider area than normal. Normal: Characters without this feat take a 4 penalty on Drive
Prerequisite: Starship Gunnery. checks made to operate a surface vehicle that falls under any of
these classes, and to attacks made with vehicle weapons. There is
Benefit: When using a starships ranged weapon on autofire, you no penalty when you operate a general-purpose surface vehicle.
can affect an area four 500-foot squares long and one 500-foot
square wide (that is, any four 500-foot squares in a straight line). Special: A character can gain this feat as many as five times.
Each time the character takes the feat, he or she selects a different
Normal: A starship weapon on autofire normally affects a 1,000- class of surface vehicle.
foot-by-1,000-foot area.
Surgery
Stealthy
Prerequisite: Treat Injury 4 ranks.
Benefit: The character gets a +2 bonus on all Hide checks and
Move Silently checks. Benefit: The character can use the Treat Injury skill to perform
surgery without penalty. See the Treat Injury skill description.
Strafe Normal: Characters without this feat take a 4 penalty on Treat
Prerequisites: Personal Firearms Proficiency, Advanced Firearms Injury checks made to perform surgery
Proficiency.
Toughness
Benefit: The character gains +3 hit points.

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 75 >
Special: A character may gain this feat multiple times. Its effects
the trail was made
stack.

Track Every hour of rain


since the trail was +1
Benefit: To find tracks or follow them for one mile requires a Survival made
check. The character must make another Survival check every time the
tracks become difficult to follow. Fresh snow cover
since the trail was +10
The character moves at half his or her normal speed (or at the characters made
normal speed with a 5 penalty on the check, or at up to twice the
characters speed with a 20 penalty on the check). The DC depends on
Poor visibility: 2
the surface and the prevailing conditions.

Surface Track DC Overcast or moonless


+6
night

Very soft 5
Moonlight +3

Soft 10
Fog or precipitation +3

Firm 15
Tracked target hides
trail (and moves at +5
half speed)
Hard 20

1 For a group of mixed sizes, apply only the modifier for the largest size category
Very Soft: Any surface (fresh snow, thick dust, wet mud) that represented.
holds deep, clear impressions of footprints. 2 Apply only the largest modifier from this category.

Soft: Any surface soft enough to yield to pressure, but firmer than
wet mud or fresh snow, in which the quarry leaves frequent but Trustworthy
shallow footprints.
Benefit: The character gets a +2 bonus on all Diplomacy checks
Firm: Most normal outdoor or exceptionally soft or dirty indoor and Gather Information checks.
surfaces. The quarry might leave some traces of its passage, but
only occasional or partial footprints can be found. Two-Weapon Fighting
Hard: Any surface that doesnt hold footprints at all, such as bare Prerequisite: Dexterity 13.
rock, concrete, metal deckings, or indoor floors. The quarry Benefit: The characters penalties for fighting with two weapons
leaves only traces, such as scuff marks. are lessened by 2 for the primary hand and 6 for the off hand.
If the character fails a Survival check, he or she can retry after 1 The weapons used must both be melee weapons or both be
hour (outdoors) or 10 minutes (indoors) of searching. ranged weapons (the character cant mix the types).
Normal: A character without this feat can use the Survival skill to
find tracks, but can only follow tracks if the DC is 10 or less. A Ultra Immune System
character can use the Search skill to find individual footprints, but You are less susceptible to the ravages of poison, disease, and
cannot follow tracks using Search. radiation poisoning.

Condition DC Modifier
Prerequisite: Constitution 13.
Benefits: You gain a +2 bonus on Fortitude saving throws to
Every three targets in resist poisons, diseases, and radiation sickness. Furthermore, any
the group being 1
tracked
permanent ability drain inflicted upon you is treated as temporary
ability damage instead
Size of targets being tracked: 1 Unbalance Opponent
Fine +8
Prerequisites: Defensive Martial Arts, base attack bonus +6.
Benefit: During the characters action, the character designates an
Diminutive +4 opponent no more than one size category larger or smaller than
the character. That opponent doesnt get to add his or her
Tiny +2 Strength modifier to attack rolls when targeting the character. (If
the opponent has a Strength penalty, he or she still takes that
Small +1
penalty.)
The opponents Strength modifier applies to damage, as usual.
Medium-size +0
The character can select a new opponent on any action.

Large 1 Urban Tracking


You can track down the location of missing persons or wanted
Huge 2
individuals.

Gargantuan 4
Benefit: To find the trail of an individual or to follow it for 1 hour
requires a Gather Information check. You must make another
Gather Information check every hour of the search, as well as
Colossal -8
each time the trail becomes difficult to follow, such as when it
moves to a different area of town.
Every 24 hours since +1

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 76 >
The DC of the check, and the number of checks required to track Weapon Focus
down your quarry, depends on the community population and the
conditions: Choose a specific weapon. A character can choose unarmed strike
or grapple for your weapon for purposes of this feat.
Population DC Checks Required
Prerequisites: Proficient with weapon, base attack bonus +1.

Fewer than 2,000 5 1d4


Benefit: The character gains a +1 bonus on all attack rolls he or
she makes using the selected weapon.
2,0009,999 10 1d4+1 Special: A character can gain this feat multiple times. Each time
the character takes the feat, the character must select a different
10,00049,999 15 2d4 weapon.

Whirlwind Attack
50,00099,999 20 2d4+1
Prerequisites: Dexterity 13, Intelligence 13, Dodge, Mobility,
100,000499,999 25 3d4 Spring Attack, Combat Expertise, base attack bonus +4.
Benefit: When the character performs a full-round action, the
500,000+ 30 3d4+1 character can give up his or her regular attacks and instead make
one melee attack at the characters highest base attack bonus
against each adjacent opponent.

Wild Talent
Condition DC Modifier
Benefit: Select one 0-level psionic power. The character can
Every three creatures in the group being sought 1 manifest this power up to three times in a 24-hour period. There
is no power point cost for using this power. For effects that
depends on manifester level the character is considered 1st level
Every 24 hours the quarry has been missing or sought +1
or his or her manifester level, whichever is higher.
Tracked quarry lies low +5 Windfall
Benefit: The characters Wealth bonus increases by +3. Also, this
If you fail a Gather Information check, you can retry after 1 hour
feat provides a +1 bonus on all Profession checks.
of questioning. The GM rolls the number of checks required
secretly, so the player doesnt know exactly how long the task Special: A character can select this feat multiple times. Each
requires. time, both of its effects stack.
Normal: A character without this feat can use Gather Information Xenomedic
to find out information about a particular individual, but each
check takes 1d4+1 hours and doesnt allow effective trailing. You know how to provide safe medical treatment to alien life
forms.
Special: You can cut the time per Gather Information check in
half (to 30 minutes per check rather than 1 hour per check), but Prerequisites: Knowledge (earth and life sciences) 6 ranks, Treat
you suffer a 5 penalty on the check. Injury 6 ranks, Surgery.
Benefits: You can, without penalty, use the Treat Injury skill to
Vehicle Dodge perform surgery on a living creature regardless of its type.
Prerequisites: Dexterity 13, Drive 6 ranks or Pilot 6 ranks,
Normal: Characters without this feat take a 8 penalty on Treat
Vehicle Expert.
Injury checks (4 if they have the Surgery feat) when performing
Benefit: When driving a vehicle, during the characters action the surgery on creatures of a different type.
character designates an opposing vehicle or a single opponent.
Special: This feat cannot be used to heal or repair nonliving or
The characters vehicle and everyone aboard it receive a +1
inorganic creatures such as constructs or undead.
dodge bonus to Defense against attacks from that vehicle or
opponent. The character can select a new vehicle or opponent on Zero-G Training
any action.
You can function normally in low gravity or zero gravity.
Vehicle Expert Prerequisites: Dexterity 13, Tumble 4 ranks.
Benefit: The character gets a +2 bonus on all Drive checks and
Benefits: You take no penalty on attack rolls in low-gravity or
Pilot checks.
zero-gravity environments. In addition, you do not suffer the
Weapon Finesse debilitating effects of space sickness.

Choose one light melee weapon, a rapier (if the character can use Normal: Without this feat, you take a 4 penalty on attack rolls
it with one hand), or a chain. A character can choose unarmed while operating in zero-gravity environments, or a 2 penalty on
strike or grapple as a weapon for the purposes of this feat. attack rolls while operating in low-gravity environments. In
addition, you are subject to the effects of Space Adaptation
Prerequisites: Proficient with weapon, base attack bonus +1. Syndrome, also known as space sickness.
Benefit: With the selected melee weapon, the character may use
his or her Dexterity modifier instead of his or her Strength
modifier on attack rolls.
Special: A character can gain this feat multiple times. Each time
the character takes the feat, the character selects a different
weapon

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 77 >
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 78 >
Final Details Ageing by Race
Excepting trademarks, trade-names and
Starting Age: Age at which the character begins play
graphics, all content of this chapter are OGL.
Starting Middle Venerable Maximum Maximum
Species Age Age Old Age Age Age Terms

Random Height & Weight Alpha


Centauran
18 +1d6 35-52 53-79 80+ 80+2d10 7

Base Height: Base height of the race/gender in centimetres. Andorian 18 +1d6 62-92 92-119 120+ 120+2d10 11
Height Modifier: Roll the listed dice and multiply by the value Bajoran 18 +1d6 70-105 106-149 150+ 150+2d10 7
indicated in the table. Add this to the base height in centimetres.
Betazoid 18 +1d6 35-52 53-79 80+ 80+2d10 7
Base Weight: The base weight of the race/gender in Kilograms. Bolians 18 +1d6 35-52 53-79 80+ 80+2d10 7
Weight Modifier: Roll the listed dice and multiply the rolled Caitian 18 +1d6 35-52 53-79 80+ 80+2d10 7
result by the Height Modifier. Add this result to the base weight Deltan 18 +1d6 35-52 53-79 80+ 80+2d10 7
for the race/gender.
Denobulan 18 +1d6 35-52 53-79 80+ 80+2d10 7
Species sex Base Height Modifier Base Weight Modifier
Edoan 18 +1d6 35-52 53-79 80+ 80+2d10 7
Height Weight
Efrosian 18 +1d6 35-52 53-79 80+ 80+2d10 7
Alpha Male 142 +2d6 (x5) cm 49 (1d8) Kg
Centauran Grazerites 18 +1d6 35-52 53-79 80+ 80+2d10 7
Female 133 +2d8 (x5) cm 44 (1d6) Kg Haliian 18 +1d6 35-52 53-79 80+ 80+2d10 7
Andorian Male 145 +2d6 (x5) cm 45 (1d8) Kg Humans 18 +1d6 35-52 53-79 80+ 80+2d10 7
Female 135 +2d6 (x5) cm 40 (1d6) Kg Napeans 18 +1d6 35-52 53-79 80+ 80+2d10 7
Bajoran Male 140 +2d6 (x5) cm 49 (1d8) Kg Tellarite 18 +1d6 35-52 53-79 80+ 80+2d10 7
Female 130 +2d6 (x5) cm 44 (1d6) Kg Trill (host) 18 +1d6 35-52 53-79 80+ 80+2d10 7
Betazoid Male 140 +2d6 (x6) cm 47 (1d8) Kg Trill (symbiont) 1
Female 130 +2d6 (x6) cm 42 (1d6) Kg Vulcans 18 + 4d6 100-130 131-199 200+ 200+1d20 22
Bolians Male 135 +2d6 (x4) cm 51 (1d8) Kg Zakdorn 18 +1d6 35-52 53-79 80+ 80+2d10 7
Female 127 +2d6 (x4) cm 45 (1d6) Kg

Caitian Male 140 +2d6 (x5) cm 49 (1d8) Kg 1) it is unclear how long the Trill Symbionts live but bear in mind the Dax Symbiont has outlived
several hosts
Female 130 +2d6 (x5) cm 44 (1d6) Kg

Deltan Male 146 +2d6 (x5) cm 44 (1d8) Kg

Female 144 +2d6 (x5) cm 42 (1d6) Kg

Denobulan Male 140 +2d6 (x5) cm 49 (1d8) Kg

Female 130 +2d6 (x5) cm 44 (1d6) Kg

Edoan Male 130 +2d4 (x4) cm 40 (1d6) Kg

Female 127 +2d4 (x4) cm 37 (1d6) Kg

Efrosian Male 140 +2d6 (x5) cm 52 (1d10) Kg

Female 130 +2d6 (x5) cm 48 (1d10) Kg

Grazerites Male 140 +2d6 (x5) cm 49 (1d8) Kg

Female 130 +2d6 (x5) cm 44 (1d6) Kg

Haliian Male 140 +2d6 (x5) cm 49 (1d8) Kg

Female 130 +2d6 (x5) cm 44 (1d6) Kg

Humans Male 140 +2d6 (x5) cm 49 (1d8) Kg

Female 130 +2d6 (x5) cm 44 (1d6) Kg

Napeans Male 140 +2d6 (x5) cm 49 (1d8) Kg Psionics


Female 130 +2d6 (x5) cm 44 (1d6) Kg Excepting trademarks, trade-names and
Tellarite Male 130 +2d4 (x3) cm 49 (1d10) Kg graphics, all content of this chapter are OGL.
Female 120 +2d4 (x3) cm 44 (1d8) Kg

Trill (host) Male 140 +2d6 (x5) cm 49 (1d8) Kg Several Federation species posses unusual mental abilities. The
Female 130 +2d6 (x5) cm 44 (1d6) Kg best known are perhaps the Vulcans and Betazoids. These are
Trill Male/Fem 28 +1d4 (x1) cm 2 ([1d2]4) Kg
called psionics and will be detailed in this chapter. Each species'
(symbiont) ale abilities are listed in their descriptions. Each ability costs Psi
Vulcans Male 144 +2d6 (x5) cm 49 (1d6) Kg points to use and only one ability may be used per round. See the
individual power descriptions for their cost and effects. As a
Female 138 +2d6 (x5) cm 44 (1d6) Kg
General rule most psionic species receive training in the proper
Zakdorn Male 140 +2d6 (x5) cm 49 (1d8) Kg
use of their abilities as part of their primary education ( so as to
Female 130 +2d6 (x5) cm 44 (1d6) avoid untrained psi users from roving their planet ).
Dcs for saves against Psionic powers are figured ( 10 +
manifester's level + his ability score modifier for the key
ability. )

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 79 >
Power Descriptions Fal-tor-pan
Telepathy (Cha)
Display: Vi
Body Adjustment
Manifestation Time: 1 action
Psychometabolism (Str) Range: Medium (100 ft. + 10 ft./level)
Display: Au, Ma Target: other dead Medium-size or smaller creature
Manifestation Time: 1 full round Duration: Until the katra is transfered
Range: Personal Saving Throw: Will negates
Target: You Power Points: 11
Duration:1 day per condition healed Fal-tor-pan is a Vulcan ritual designed to reunite a Vulcan's katra
Power Points:3 with his or her body. This ritual was performed on Captain Spock
after he was recovered from the Genesis Planet. The Fal-tor-pan
By entering into a trance like state you take control of your own
is a synaptic pattern displacement technique that trained members
living body, allowing you to heal injury. You cure yourself of
of the Vulcan people are capable of accomplishing. The ritual is
3d6 points of damage. Alternatively, you can focus on a disease
considered very dangerous to perform and is done so rarely on
or poison. You must manifest body adjustment separately for
very few occassions. This is because of the state of the recently
each different condition. If used against a disease, your next daily
deceased person and the keeper of the katra itself. If the ritual is
Fortitude save to attempt to throw off the infection gains a bonus
unsuccessful the keeper of the katra will die and the katra will be
equal to 4 + your manifester level. If used against a poison, your
lost For this reason, it is almost never performed, and at the time
secondary Fortitude save (usually made 1 minute after the first
of Spock's fal-tor-pan, it was unclear whether the ritual had ever
exposure to poison) gains a bonus equal to 4 + your manifester
been performed at all.
level Multiple uses of body adjustment for use against poison or
disease do not stack. Finally, you can use body adjustment to heal
2 points of temporary ability damage. You don't gain all three
benefits from a single manifestation of this power

Empathic Transfer Feel Pagh


Psychometabolism (Str) Clairsentience (Wis)
Display: Material, Audial Display: Visual
Manifestation Time: 1 action Manifestation Time: 1 action
Range: Touch Range: contact
Target: Creature touched Area: 3o-ft.-radius emanation, centered on you
Duration: Instantaneous Duration: Concentration, up to 10 minutes/level
Saving Throw: None Saving Throw: None
Power Points: 1 PSI Points: 7
You transfer the hurts of others to yourself. when you manifest You discern auras (by Bajorans this done by pinching the ear).
this power, you can transfer up to 8 points of damage per level Auras are invisible to the naked eye, but to the psionic viewer
from the subject creature to yourself. Alternatively, you can appear as glowing halos or envelopes of colored light that
absorb one poison or one disease afflicting the subject creature surround all things. The amount of information revealed depends
into yourself. When you absorb a poison or disease, you do not on how long you study a particular area.
absorb the damage previously dealt by the affliction, but you do
1st round: Presence of good or evil auras in the area. You
take up the burden of making the secondary and/or continuing
Fortitude saves against the affliction. Finally, you can choose to cant pin an aura to a particular object or individual at this
transfer up to 1 point of temporary ability damage per level from stage.
the subject to yourself.
2nd round: Number of auras (creatures, objects, powers, or
Empathy spells) in the area.
Telepathy (Cha) [Mind-Affecting] 3rd round: The owner of each aura is revealed, unless the
Display: Mental individual is somehow hidden. If your character level is 5 or more
levels below a target's actual experience level or HD, you are
Manifestation Time: 1 action
overwhelmed by its presence and stunned for 1 round, and the
Range: sight power ends. Of course, this also reveals something
Target: One living creature
Mind meld
Duration: Concentration, up to 1 minute/level (D)
Telepathy ( CHA) [ Mind-Affecting]
Saving Throw: Will negates
Display: Au
Power Points: 1
Manifestation Time: 1 action
You detect the surface emotions of any creature you can see. You
can sense basic needs, drives, and emotions. Thirst, hunger, fear, Range: Touch
fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and Target: Creature touched
so on, can all be sensed.
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 80 >
Duration: Until Broken Manifestation Time: 3 rounds
Saving Throw: negates/see below Range: 5 feet
Power Points:3 Target: One humanoid of Medium-size or smaller
The Vulcan mind meld is a Psionic Technique for "synaptic Duration: Instantaneous
pattern displacement" normally employed only by Vulcans. It is a Saving Throw: Will negates
deeply personal thing, part of the private life, and not normally
used on aliens. Those in a meld share consciousness in a kind of Power Points: 15, XP cost
gestalt. Physical contact is required. The initiator places the tips You impress the totality of your psyche into a subject's
of his fingers at key locations on the head of the other participant. subconscious. If successfully implanted, the seed of your mind
This allows him to place pressure on key nerves and blood
vessels to facilitate the link. The fact that most Vulcans who
germinates over a period of one week. During this time, the
subject begins to unconsciously take on your mannerisms. For
perform the meld touch the other participant in different manners,
instance, if you habitually mutter, Sure, sure, sure, this same
reciting varying formulas, implies that it is only ritual behavior,
litany will soon be heard from the subject's lips, though never
helping to concentrate on the task, leaving mere physical contact
consciously. Any time before the sevenday deadline, the mind
being the ultimate prerequisite to initiate the meld. If successful,
seed can be purged from the subject's mind with psychic
the link results in a merging of both minds, essentially creating a
chirurgery. Fal-tor-pan will also remove the seed at any time
single consciousness in two bodies. If the meld is forced a
(manifesting mind seed again also cleanses the mind). When
successful saving throw negates it. Once the meld is initiated the
integration is complete (after seven days), the subject becomes
initiator must make an opposed WIS check against the recipient
you in mind as you were when you manifested the power but
of the power or risk losing himself to the meld overcome by
eight levels lower in experience. He does not possess any of your
another's mind. This is why this ability is so risky for the
physical statistics or equipment, but does possess your ability
untrained.
scores in Intelligence, Wisdom, and Charisma as they were eight
During the 22nd century, mind melding was believed to be an levels earlier. The subject also knows the powers you knew at the
ability only a minority of Vulcans were born to. Because of the appropriate level. As soon as the subject becomes your mental
apparent intimacy of melding, Vulcans during this era considered duplicate, the two personalities begin to diverge. Although the
the practice defiant to the ancestral teachings of their society. As subject starts off with your experiences, he possesses his original
a result, other Vulcans considered those who were natural soul and physical body and is free to develop his own
'melders' outcasts. An improperly trained melder who initiates a personality based on its own experiences. Thus, the subject is not
mind meld can transmit a Vulcan disease known as Pa'nar
your slave or servant, but instead an NPC in his own right
Syndrom. If left untreated, the disease is fatal. Vulcan medicine
of the mid-22nd century believed that there was no cure; however, who shares your earlier memories.
the disease was known in Surak's time, as was its cure: a XP Cost: 3,000 XP.
corrective meld performed by an experienced melder. It is likely
that the ignorance of this cure was due to the widespread
prejudice against melders, a prejudice that was not shared by the Mind Store
Syrrannite group.
Metacreativity (Int)
Once the meld has been successfully performed the initiator can
then perform the following powers 1 per round. Fal-tor-pan Display: Ma (see text)
Mind Probe, Mind Seed, Mind Store, Mindwipe, and Psychic Manifestation Time: 10 minutes
Chirurgery Range: Touch
Effect: One storage crystal
Mind Probe Duration: Instantaneous
Telepathy (Cha) Saving Throw: None
Display: Vi, Ma, Au Power Points: 15
Manifestation Time: 1 minute This power makes a katric ark containing the essence of your
Range: Close (25 ft. + 5 ft./2 levels) living mind (this power can't be used on a dead subject). Until
such time as you perish, the katric ark is utterly inert. If you are
Target: One living creature slain at some later date, your soul transfers into the katric ark,
Duration: 1 minute/level which begins to dimly glow. Upon transference, your physical
Saving Throw: Fortitude negates remains (should they still exist) become inert matter and cannot
thereafter be restored to life. The transfer from the slain body to
Power Points: 9 the katric ark works over any distance, physical or
All the subject's memories and knowledge are accessible to you, extradimensional, unless some sort of special planar geometry
from memories deep below the surface to those still easily called supersedes the transfer. Once the katric ark is activated by your
to mind. You can learn the answer to one question per round, to physical body's demise, you have the abilities of a psicrystal of
the best of the subject's knowledge. Subjects who do not wish to the appropriate level, plus all the powers you knew and the power
be probed can attempt to move beyond the power's range, unless points you possessed when mind store manifested but at one level
somehow hindered. You pose the questions telepathically, and the lower.
answers to those questions are imparted directly to your mind. Mindwipe
You and the subject do not need to speak the same language,
though less intelligent creatures may yield up only appropriate Telepathy (Cha)
visual images in answer to your questions Display: Vi, Ma, Au

Mind Seed Manifestation Time: 1 action


Range: Close (25 ft. + 5 ft./2 levels)
Telepathy (Cha) [Compulsion. Mind-Affecting] Target: One living creature
Display: Ma Duration: 1rnd/3lvls

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 81 >
Saving Throw: Fortitude Negates reasonable. Asking the creature to stab itself, throw itself
Power Points: 7 onto a spear, immolate itself, or do some other obviously
You selectively wipe your victims mind of past experiences,1 memory harmful act automatically negates the effect of the power.
per round bestowing one negative level per two manifester levels However, a suggestion that a pool of acid is actually pure
(maximum five negative levels). This is usually used to erase a water and that a quick dip would be refreshing is another
particular memory known to exist by the user. If the subject has at least as
many negative levels as HD, he dies. Each negative level gives a creature matter. Urging a Ferengi to stop attacking your party so
the following penalties: -1 penalty on attack rolls, saving throws, skill that the Ferengi and party could jointly loot a rich treasure
checks, ability checks, and effective level (for determining the power, elsewhere is likewise a
duration, DC, and other details of power, spells, or special abilities). The
creature also loses 5 hit points. Additionally, a psionic character or reasonable use of the power. The suggested course of
creature loses one power from her highest available level Negative levels action can continue for the entire duration, such as in the
stack. Assuming the subject survives, he regains lost levels after a number case of the Ferengi mentioned above. If the suggested
of hours equal to your manifester level. Usually, negative levels have a
chance of permanently draining the subject's levels, but the negative action can be completed in a shorter time, the power ends
levels from mindwipe don't last long enough to do so. when the subject finishes what he was asked to do. You
can instead specify conditions that will trigger a special
Psychic Chirurgery
action during the duration. For example, you might suggest
Telepathy (Cha) that a Ferengi give his Latinum to the first beggar he
Display: Vi, Au, Me meets. If the condition is not met before the power expires,
Manifestation Time: 10 minutes the action is not performed. A very reasonable suggestion
causes the saving throw to be made with a penalty (such as
Range: Close (25 ft. + 5 ft./2 levels)
-1, -2, and so on) at the discretion of the GM.
Target: One living creature
Duration: Instantaneous
Telempathy
Saving Throw: Will negates Telepathy (Cha) [Mind-Affecting]
Power Points: 17, XP cost (see text) Display: Visual
You can remove any ongoing or permanent effect caused by a Manifestation Time: 1 action
psychic power with psychic chirurgery, save for hit points. You
can also restore all drained levels (or disperse all negative Range: Medium (100 ft. + 10 ft./level)
levels) afflicting the subject, regardless of how he lost those Area: One living creature
levels, restoring him to the highest level he had previously Duration: 1 minute/level
achieved. The drained levels are restored only if the time since
the subject lost the level is no more than 1 hour per manifester Saving Throw: Will negates
level. These effects end or are reversed as soon as the Power Points: 1
manifestation time is completed without need for another saving
throw. You can also remove all psionic effects penalizing the You can alter the subject's mood. An affected creature feels the
subjects abilities, heal all temporary damage to all ability scores new emotion, but telempathy cannot radically change its
and restore all points permanently drained from all ability scores. emotional state. Instead, you adjust its emotions by one step. For
Psychic chirurgery removes all forms of insanity, confusion, and instance, an unfriendly creature might be made indifferent, or a
so on, but it does not restore levels or Constitution points lost due hostile creature simply unfriendly. You can grant up to a +1
to death. Transfer Knowledge: If desired, you can directly bonus on your own (or others) attempts at Bluff, Diplomacy,
transfer knowledge of a power you know to another psionic Intimidate, and Perform actions with affected creatures, assuming
character. You can't give a character knowledge of a psionic you adjust the subjects emotions in the proper direction (you
power of a level higher than she could normally manifest, but you could also inflict a -1 penalty on similar interactions, if you so
could give her knowledge of a power that is not normally on the choose).
character's power list. Knowledge of powers granted through Telepathy
psychic chirurgery does not count toward the maximum number
of powers a character can know per level. Telepathy (Cha)
XP Cost: Each time you use psychic chirurgery implant Display: Mental
knowledge of a power in another creature, you pay an XP cost of
3,000 XP Manifestation Time: 1 action
Suggestion Range: Close (25 ft. + 5 ft./2 levels)
Telepathy (Cha) [Compulsion, Mind-Affecting] Targets: You and one other creature who is initially than
30 ft. away
Display: Au
Duration: 10 minutes/level
Manifestation Time: 1 action
Saving Throw: None
Range: Close (1 ft. + 1ft./2 levels)
Power Points: 1
Target: One living creature
You forge a telepathic bond with another creature, which must
Duration: 1 hour/level or until completed have an Intelligence score of 6 or higher. The bond can be
Saving Throw: Will negates established only with a willing subject who you are familiar with,
who therefore receives no saving throw. You can communicate
Power Points: 3 telepathically through the bond even if you do not share a
You influence the actions of the subject creature by common language. No special power or influence is established
suggesting a course of action . The suggestion must be as a result of the bond.
worded in such a manner as to make the action sound

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 82 >
Simple Weapons
Weapons
Damage Range Restricti
Weapon Damage Critical Size Weight
Excepting trademarks, trade-names and Type Increment on

graphics, all content of this chapter are OGL.


Cleaver 1d6 1920 Slashing Small 2 lb.

Notes on Phasers & Disrupters Club 1d6 20


Bludgeon
10 ft. Med 3 lb.
ing
All Personal Phasers have a damage level rating. A phaser can be
set to any of these levels before firing.
Knife 1d4 1920 Piercing 10 ft. Tiny 1 lb.
For each shot at that setting, the value of the setting is reduced
from the storage cell/clip.
Metal Bludgeon
1d6 1920 Med 2 lb.
Disruptors function the same way in game terms. baton ing

If a single shot (level 4+) reduces a characters


Pistol Bludgeon
HP past the point of death, the target is vaporised. whip
1d4 20
ing
Small

Level setting Damage

1 Stun: DC15 1d4 Bludgeon


Rifle butt 1d6 20 Large
ing
2 Stun: DC20 1d4+1

3 Stun: DC 25 1d6 Damage Bludgeon


Tonfa1 20 Med 2 lb.
level 1 ing
4 1d6 + 1 (2-7)

5 1d6 + 1d4 (2-10)


1 See the description of this weapon for special rules.
6 2d6 (2-12)

7 2d6 + 1 (3-13)
Cleaver
8 2d6 + 1d4 (3-16)

9 3d6 (3-18)
Heavy kitchen knives can be snatched up for use as weapons in
homes and restaurants. These weapons are essentially similar to
10 3d6 + 1d4 (4-22)
the twin butterfly swords used in some kung fu styles.
11 4d6 + 1 (5-25)

12 4d6 + 1d4 (5-28) Club


13 4d6 + 2d4 (6-32) Almost anything can be used as a club. This entry represents the
14 5d6 + 1d4 (6-34) wooden nightsticks sometimes carried by police forces.
15 6d6 + 1 (7-37)
Knife
16 6d6 + 1d4 (7-40)
This category of weapon includes hunting knives, butterfly or
Modifying Weapons balisong knives, switchblades, and bayonets (when not attached
It is often possible to modify phasers/disruptors to give out much to rifles). A character can select the Weapon Finesse feat to apply
higher and more lethal energy beams. his or her Dexterity modifier instead of Strength modifier to
attack rolls with a knife.

However, for each extra damage level of the weapon it uses twice Metal Baton
the energy from the power clip/pack, and each time it is fired This weapon can be collapsed to reduce its size and increase its
there is a 5% chance (per extra damage level) that the unit will concealability. A collapsed baton is Small and cant be used as a
overload and explode, as below. weapon. Extending or collapsing the baton is a free action.
Setting a Weapon to Overload
Setting the energy weapon to overload (depending upon the Pistol Whip
weapon) will cause twice the maximum damage of the weapon in Using a pistol as a melee weapon can deal greater damage than
a blast radius of 5m (3 squares). attacking unarmed. No weight is given for this weapon, since it
varies depending on the pistol used.
Rifle Butt
The butt of a rifle can be used as an impromptu club.

Starfleet shore patrol tonfa

Tonfa
This is the melee weapon carried by most police forces, used to
subdue and restrain criminals. A character can deal nonlethal
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 83 >
damage with a tonfa without taking the usual 4 penalty. Modern Spear
tonfas are collapsible and the very tip of the baton is capable of
delivering a burst of stunning energy that is nearly equivalent to a This primitive device is a reach weapon. A character can strike
typ-1 phaser on setting one. It is delivered by contacting a suspect opponents 10 feet away with it, but cant use it against an
with the tip of the baton and depressing the trigger. The trigger adjacent foe.
may be depressed before contacting the suspect or after, but the Straight Razor
tip must be in physical contact with the suspect before the charge
will be delivered. A safety sensor prevents an air discharge of the Favored by old-school organized crime mechanics, this item
energy burst. can still be found in some barbershops and shaving kits.

Archaic Weapons Sword Cane


(require the Archaic Weapons Proficiency feat) This is a lightweight, concealed sword that hides its blade in the
shaft of a walking stick or umbrella. Because of this special
Damage Range
Weapon Damage Critical
Type Increment
Size Weight Restriction construction, a sword cane is always considered to be concealed;
it is noticed only with a Spot check (DC 18). (The walking stick
Bayonet Larg
or umbrella is not concealed, only the blade within.)
1d4/1d6 20 Piercing 1 lb.
(fixed)1 e

Hatchet 1d6 20 Slashing 10 ft.


Sma
ll
4 lb. Archaic Ranged Weapons
(Weapons Proficiency feat needed given in parentheses)
Longsword 1d8 1920 Slashing Med 4 lb.

Sma Range Rate


Machete 1d6 1920 Slashing 2 lb. Dama Damage Restri
ll Name Critical Increme of Magazine Size Weight
ge Type ction
nt Fire
Rapier 1d6 1820 Piercing Med 3 lb.
Compound
bow 1d8 20 Piercing 40 ft. 1 Large 3 lb.
Larg (Archaic)2
Spear 1d8 20 Piercing 9 lb.
e
Crossbow
1d10 1920 Piercing 40 ft. 1 1 int. Med 7 lb.
(Simple)
Straight
1d4 1920 Slashing Tiny 0.5 lb.
razor
Flamethro
wer (no Mil
feat 3d6 Fire 1 10 int. Large 50 lb.
Sword cane1 1d6 1820 Piercing Med 3 lb. (+3)
needed)3

1
See the description of this weapon for special rules. Javelin
1d6 20 Piercing 30 ft. 1 Med 2 lb.
(Simple)

Most of these weapons deal damage by means of a blade or a Shuriken


1 20 Piercing 10 ft. 1 Tiny
0.5

(Archaic) lb.
sharp point. Some of them are moderately expensive, reflecting
their archaic nature in modern-day society. Whip
1d2 20 Slashing 15 ft.3 1 Small 2 lb.
(Simple)

1 This mastercraft weapon grants a +1 bonus on attack rolls.


Bayonet (Fixed) 2 This weapon does special damage. See the weapon description.
3 See the description of this weapon for special rules.

The statistics given describe a bayonet fixed at the end of a


longarm with an appropriate mount. With the bayonet fixed, the Compound Bow
longarm becomes a double weaponclublike at one end and Bow hunting remains a popular sport in North America. A
spearlike at the other. A character can fight with it as if fighting characters Strength modifier applies to damage rolls made when
with two weapons, but if the character does so, he or she incurs using this weapon.
all the normal attack penalties associated with fighting with two
weapons, as if using a one-handed weapon and a light weapon. Crossbow
Hatchet A crossbow requires two hands to use. Pulling a lever draws the
bow. Loading a crossbow is a move action that provokes attacks
This light axe is a chopping tool that deals slashing damage when of opportunity.
employed as a weapon.
Flamethrower
Longsword
A flamethrower consists of a pressurized backpack containing
This classic, straight blade is the weapon of knighthood and fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide,
valor. 30-foot-long line of flame that deals 3d6 points of fire damage to
Machete all creatures and objects in its path. No attack roll is necessary,
and thus no feat is needed to operate the weapon effectively. Any
This long-bladed tool looks much like a short, lightweight sword. creature caught in the line of flame can make a Reflex save (DC
Rapier 15) to take half damage. Creatures with cover get a bonus on their
Reflex save.
The rapier is a lightweight sword with a thin blade. A character
A flamethrowers backpack has hardness 5 and 5 hit points.
can select the Weapon Finesse feat to apply his or her Dexterity
When worn, the backpack has a Defense equal to 9 + the wearers
modifier instead of Strength modifier to attack rolls with a rapier.
Dexterity modifier + the wearers class bonus. A backpack

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 84 >
reduced to 0 hit points ruptures and explodes, dealing 6d6 points weight: 3lb
of fire damage to the wearer (no save allowed) and 3d6 points of The Ahn-woon is a traditional Vulcan melee weapon consisting
splash damage to creatures and objects in adjacent 5-foot squares of a strip of leather with metal balls at the ends used as a whip or
(Reflex save, DC 15, for half damage). to entangle an enemy's feet. Once the enemy is down it may also
Any creature or flammable object that takes damage from a be used as a strangulation device. It is used by combatants in the
flamethrower catches on fire, taking 1d6 points of fire damage Kal-if-fee, the traditional mating challenge during the Pon farr.
each subsequent round until the flames are extinguished. A fire The Ahn-woon does a small amount of lethal damage. Although a
engulfing a single creature or object can be doused or smothered character doesnt fire the weapon, treat an Ahn-woon as a
as a full-round action. Discharging a fire extinguisher is a move ranged weapon with a maximum range of 12 feet and no range
action and instantly smothers flames in a 10-foot-by-10-foot area. penalties.
A flamethrower can shoot 10 times before the fuel supply is Because an An-woon can wrap around an enemys leg or other
depleted. limb, a character can make a trip attack with it by succeeding at a
Javelin ranged touch attack. The character does not provoke an attack of
opportunity when using an ahn-woon in this way. If the character
This light, flexible spear built for throwing can be used in melee, is tripped during his or her own trip attempt, the character can
but since its not designed for it, characters using it in this manner drop the whip to avoid being tripped.
are always considered nonproficient and take a 4 penalty on
their melee attack rolls. When using an ahn-woon, a character gets a +2 bonus on your
opposed attack roll when attempting to disarm an opponent
Shuriken (including the roll to keep from being disarmed if the character
fails to disarm the opponent).
A shuriken is a thrown, star-shaped projectile with four to eight
razor-sharp points. A character may draw a shuriken as a free
action.
Whip
Whips deal a small amount of lethal damage. Although a
character doesnt fire the weapon, treat a whip as a ranged
weapon with a maximum range of 15 feet and no range penalties.
Batleth
Because a whip can wrap around an enemys leg or other limb, a Damage:1d10/1d10, Critical: 20x2, Type: slashing, Weight 5kg
character can make a trip attack with it by succeeding at a ranged
touch attack. The character does not provoke an attack of
The bat'leth, or "sword of honor", is a traditional Klingon blade
opportunity when using a whip in this way. If the character is
weapon. Resembling a crescent-shaped, two-ended scimitar, the
tripped during his or her own trip attempt, the character can drop
bat'leth is wielded using three handholds along the outside edge
the whip to avoid being tripped.
of the blade. It is widely considered the most popular weapon
When using a whip, a character gets a +2 bonus on your opposed among Klingon warriors.
attack roll when attempting to disarm an opponent (including the
roll to keep from being disarmed if the character fails to disarm
the opponent).

Exotic Melee Weapons


Although it seems incredible that clubs, swords and daggers
could survive in this age of shields and energy weapons, many
cultures continue to use these types of weapons in the 24th Dk tahg
century. For the most part this is a matter of tradition rather than Damage: 1d6+2, Critical: 18-20x2, type:Slashing/Piercing,
practicality - bladed weapons are employed alongside their Weight 1.5kg,
modern counterparts and used only in close quarter fighting.
Probably the most famous exponents are the Klingons; for this The d'k tahg (or Daqtagh) is the traditional Klingon warrior's
race of warriors there is no more honourable form of combat than knife. It consists of a single, straight-edged primary blade and
the use of a blade, and virtually every member of the society is two curved secondary blades, which may be either fixed or
expected to become at least proficient with them. hinged. It is commonly used in hand-to-hand combat, and has
great ceremonial value in Klingon culture. The handle sometimes
bears an emblem representing the members of its owner's house.
Stealing a warrior's d'k tahg is considered a grave insult to his
honor.

Ahn-Woon
Damage: 1d4, Critical: 20x2, type: slashing, range: 12',

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 85 >
The kligat is a Capellan melee weapon. It is a three-sided bladed
weapon used by tribal warriors on planet Capella IV. It is highly
effective at ranges of up to 100 meters.

Glavin
Damage: 1d8/1d4+poison, critical: 20x2 type: piercing,
weight: 6lb
Lirpa
The glavin is a type of weapon used for ritual hand-to-hand
Damage: 1d6/1d8, Critical: 20x2, Type: slashing/bludgeoning
combat by the Ligonians. It is a large glove with a recurved claw
at the end, and covered with dozens of spines tipped with poison. Weight:10lb
Lieutenant Tasha Yar used a glavin when she fought Yareena in The lirpa is a traditional Vulcan melee weapon, consisting of a
2364. Yareena died when she was grazed by one of the spines, metal staff with a fan-shaped blade on one end and a club on the
but was later revived aboard the USS Enterprise-D other. It is used by combatants in the Kal-if-fee, the traditional
mating challenge during the Pon farr.

Mekleth
kar'takin Damage: 1d8, Critical: 20x2, Type: Slashing, Weight 2kg,
Damage:1d12, critical: 20x3 type: slashing/piercing, weight:12lb A mek'leth is a Klingon sword-like blade weapon, approximately
half as long as a bat'leth. Worf occasionally favored the smaller
The kar'takin is a short polearm with a straight-edged blade and a (and easily concealable) mek'leth instead of the larger, bulkier
stabbing point, favored by the Jem'Hadar for hand-to-hand bat'leth.
combat. They were used by Dominion and Starfleet forces in the
assault on Vandros IV in 2372.During the Dominion War,
kar'takins were kept aboard Klingon ships for training purposes.
Members of the Bajoran Resistance, notably of the Shakaar
Resistance Cell employed kar'takins during the Bajoran
Occupation.

Ushan-tor

Damage: 1d4, Critical: 19-20x2, Type: slashing/piercing,


Kligat Weight: 1lb
Damage:1d4, critical: 19-20x2, range increment: 20', The ushaan-tor was an Andorian ice miner's tool that is also
type: slashing, weight: 1lb used as a weapon in Ushan duels. Andorians play with them as
children.
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 86 >
Personal Firearms

Type II Hand Phaser (TOS)


Damage levels 1-14, Crit 20x2, Range 50m, Weight 700g, Clip
26 units,
Phase Pistol (Enterprise)
Damage Levels 1,2 & 4. Crit 20x2. Range 20m. Weight 0.75Kg,
Clip 24 units.

A type-1 phaser is the smallest, most basic weapon carried by


Starfleet and other Federation personnel. Type-1 phasers are
typically carried when it would be inappropriate to carry a larger
weapon, such as on diplomatic missions, or "undercover" work.
Type II Hand Phaser (TNG+)
Damage levels 1-16, Crit 20x2, Range 50m, Weight700g, Clip 32
units,

Type III Phaser Rifle


Damage Levels 1-16, Crit 20x2, Range 550m, Weight 3Kg, Type
Type I Hand Phaser (TOS) E, Clip 64 units,
Damage Levels 1-6. Crit 20x2. Range 25m, Weight 0.5Kg, Clip
10 units.

Type I Hand Phaser (TNG+)


Type III Compression Phaser Rifle
Damage Levels 1-8. Crit 20x2. Range 25m, Weight 0.5Kg, Clip
16 units. can be programmed to fire automatically at set intervals Damage Levels 1-16, Crit 19-20x2, Range 575m, Weight 3.9Kg,
Clip 70 units,

A type-2 phaser is a typical hand-held, directed-energy weapon


used by Starfleet and United Federation of Planets personnel Heavy (exotic) Firearms
during the 23rd and 24th centuries. More powerful and generally
larger in size than the type-1, type-2 phasers were kept aboard
Starfleet and Federation starships, starbases, spacestations and at
planetary facilities.

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 87 >
communications unit. Once the proper codes are used, the unit
can be targeted and fired remotely. This ability makes the unit
valuable in ambush/counter ambush operations, decoy tactics,
and providing fire support for units engaged in unconventional
warfare operations where normal support is impractical. The
rounds are propelled by a micro-graviton accelerator similar to
that used in the grenade launchers.

Type IV Phaser Rifle


Damage Levels 1-16, Crit 18-20x2, Range 80m, Weight 6Kg,
Clip 128 units,
Type IV Phaser Rifles are normally found mounted on ground
vehicles and small shuttlecraft. Marines are known to favour their
use as lock and load weaponry fitted to gyro-stabilised shoulder
harnesses with micro fusion reactors. They are not normally
found as part of a ship or stations weapons locker.

Compound Grenade Launcher


damage: as grenade(see below) crit:19-20x2 range:150m weight:
2.72kg rounds:6
The Compund Grenade Launcher is a heavy weapon used by
the Federation Starfleet military and the Hazard Team. The CGL
fires grenades capable of injuring and incapacitating any targets
Phaser - Type VIII Phaser Cannon caught within it's area of effect.
Damage 2d10x5, Crit 20x2, Range 200m, Weight 24Kg, Clip
x10,
The Type VIII Phaser Cannon is a larger fighter/shuttlecraft scale
weapon that can be configured for use as a heavy anti-personnel
weapon. It has a set damage index, and can fire 10 times.

Photon Grenades
damage levels: 3,5,7,9,11 crit: 20x2 range: ( as thrown,40m
average, or grenade launcher ) blast radius 3-10m (2-6 squares)
weight: 14oz
Photon grenades are one of the most devastating personnel
weapons developed by the Federation. Their use is strictly
controlled and is usually limited to wartime. They are effectively
a controlled version of phasers set on overload. Photon grenades
emit large bursts of rapid nadion particles which are found in
phaser beams. These grenades may be set to explode upon
M-2240 Mortar impact, at some altitude above the ground, or at some preset time,
up to 9.99 hours, after impact. Both the power level and blast
Damage 3d6x3, blast radius 15 meters( 9 squares ), crit 20x2 radius of these grenades may also be carefully controlled. They
Range 3490m, weight 25kg, rounds (1box = 8rnds) have five different power settings from a simple stun burst to
high-explosive, and may be set to affect everything within a
The M-2240 Mortar system is a self contained short-barreled 60
radius of between 3 and 10 meters from impact.
mm mortar with powered elevation and servo traverse. It is also
equipped with a encrypted comm unit, inertial positioning sensor,
and a computerized fire control system. This unit is the size of a
large backpack and has a unloaded mass of 25 kg. To deploy the
user sets the unit on the ground and folds out three stabilizing
legs. The mortar is fed from a 4 rnd magazine, or individual
rounds can be loaded manually. One key feature is the fact that
once setup, the mortars fire control computer can be accessed by
troops with the proper codes via the mortar system's integrated
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 88 >
Alien Weapons
Disruptor pistols are energy weapons similar to Starfleet's
phaser side arm. The Disruptor normally only has two settings;
stun and kill. The Klingons, Romulans, and cardasians use this
weapon.

Romulan Disruptor Pistol ( TNG + )


Damage Levels 3/14, Crit 20x2, Range 50m, Weight 700g,
Clip 32 units
A disruptor rifle is a rifle modification of a disruptor. These
weapons are used by Klingons, Romulans and Cardassians. They
Cardassian disruptor pistol give off more energy than the disruptor pistol. The Klingon
Damage Levels 3/9, Crit 20x2, Range 50m, Weight 700g, version of this weapon has induction coils that can burn out.
clip 29 units The Cardassian disruptor rifle is a much simpler design. It has
very few settings on it and less components than its alien
counterparts. Major Kira Nerys said that it could be dragged
through the mud and still fire.

Cardassian Disruptor Rifle


Klingon Disruptor pistol ( TOS ) Damage levels 10/14, Crit 20x2 weight: 3.9 kg, range 550m
Damage levels: 2/8 crit:20x2 range:50m weight:700kg clip:60 units
clip:28 units

Klingon Disruptor Pistol ( TNG +)


Damage Levels 3/10 Crit 20x2, Range 50m, Weight 700g, Klingon Disruptor Rifle
Clip 30 units Damage Levels 14-16, Crit 20x2, Range 550m, Weight 3.9kg,
Clip 65 units

Romulan Disruptor Pistol ( TOS )


Damage levels: 2/8, crit: 20x2, range: 50m, weight:700g, Romulan Disruptor Rifle
clip: 28 units Damage Levels: 3-16, critical: 19-20x2, Range: 575m, weight:
3.9kg
clip: 70 units

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 89 >
The helmet has an integral communicator. It is also equipped
with an onboard tricorder and a targetting interface with type III
or IV phasers ( +2 to hit with these weapons),
The armor consists of ablative armor plates over a flexible mesh
base. The plates affixed to the mesh cover arms, torso, and legs.
Joints are covered by plates which are flexibly attached to the
other armored plates. The groin is covered by a flexible armored
skirt. The overall effect looks something like medieval plate mail.
The armor is intended to provide protection against physical
attacks, stop most projectile weapons, and to give some level of
protection against against low-level energy wepons or glancing
shots from higher power beam weapons.
When sealed the armor provides approximately 50 hours of
lifesupport.
Energy whip
Damage levels: 3, Critical: 20x2, Range:10m, weight:2lb,
clip: 20 units
The energy whip is a handheld weapon used by the Ferengi.
When lashed, it fires a pulse of energy that stuns the target.

MK-I SCOUT ARMOR


Armour bonus: +3, Type: medium, Maximum DEX bonus: +4,
Armour check penalty: -3
Painstik Another result of the Dominion war. Starfleet developed this
Damage levels: 1, Critical: 20x2, Type: piercing, Weight: 2lb, armor in response to the Jem' hadar shrouding ability.These suits
are similar to light vacuum suits, but are modified for up to 1.5
Clip: 10 units
times the life support capacity. They are black in color and have
The painstik is a Klingon ceremonial device, used to inflict pain. a sensor absorbing coating, making them almost invisible against
It is used in the Age of Ascension ceremony, where, in the final the blackness of space and difficult to detect with sensors ( DC 30
part, a young Klingon must walk between two lines of Klingons, ). These suits are intended for stealth and are lightly armored.
suffering the painstiks, and reaching the other end, before he can They are usually deployed only with recon marine units. Their
call himself a warrior. helmets are equiped with heavier electronics package than the
PERSONAL ABLATIVE ARMOR containing an integral
communicator, onboard tricorder, and various sensors that allow
Armor night-vision, infrared scanning, and magnification up to 5x.
NOTE: Starfleet R&D is currently developing an MK-II version
with a personal cloaking device

PERSONAL ABLATIVE ARMOR


Armor bonus: +5, Type: heavy, Maximum DEX bonus: +2,
Armor check penalty: -5
Usually worn only by Starfleet marines or security crews of
larger starships, such as the Sovereign class, expecting heavy
fighting, Personal Ablative Armor is the main combat suit of
Starfleet. Developed after the Dominion war when Starfleet
realised how sorely unprotected their combatents were the armor 22nd century EV suit
has several features

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 90 >
Life Support and Propulsion
The life support and propulsion unit (or "LSPU") consisted of a
hard upper torso body-shell and a harness. This unit contained the
essentials for survival in space: communication equipment,
oxygen, propulsion unit, EV controls, and the power supply. It
was padded to give the wearer some extra comfort. The LSPU
also held an extra oxygen hose for refilling or sharing the oxygen
supply. This extra hose allowed oxygen to be replenished from
any device that held liquid oxygen, provided the physical
connection would fit.
On the front of the unit, the following switches were present:
communications, oxygen transfer, lighting and propulsion
activation.
On the back were the incoming and outgoing oxygen
connections. These hoses were fastened via a bayonet joint to
23rd century EV suit prevent accidental release. Below one of the oxygen connections
was an air supply indicator, divided into eight equal parts. This
indicated the level of oxygen by means of color coding green,
yellow and red. In 2154, this air supply indicator was removed
and replaced by an analog indicator on the right side of the
LSPU. The back of the unit also contained an electrical cord,
which transferred power and communications from the LSPU to
24th century EV suit the electrical connector at the back of the helmet.
Enviromental Suit The harness consisted of two leg bands that were connected to
each other via a belt that was also used to hold small tools as
Armor bonus: +1, Type: light, Maximum DEX bonus: +6,
necessary. The LSPU was secured to the harness at four
Armor check penalty: -1 attachment points to keep the unit in place.
22nd century Gloves
In the middle of the 22nd century, Starfleet tested the new warp The gloves had five digits and were connected to the EV suit via
five engine in the NX program. The test pilots of the NX-Alpha a zip fastener just below the elbow. They were also self-sealing.
and NX-Beta starships used only unpressurized flight suits. Boots
A new NX-class EV suit was introduced as standard issue on the The boots were made out of the same material as the EV suit and
Enterprise NX-01, the first ship of the new NX class. These suits could be magnetized.
were a dark gold-brown color with grey padding, and were
comprised of several components.
Helmet 23rd century
During the 23rd century, the EV suit had considerably advanced
The design of the helmet allowed an almost normal field of view
from the primitive suits of the century before. There were
to the wearer. Though the vertical field of view was limited to
different types of suits for different environments, but only one of
eight degrees, the amount of room inside the helmet allowed the
them was standard issue for Federation starships and various
wearer to compensate by simply moving his or her head. The
Federation facilities like the Elba II Asylum. These EV suits were
helmet had a clear visor integrated into the front that could not be
significantly more flexible than their predecessors before and less
opened separately. It featured two outside lights, one on either
bulky. Late in the 23rd century, the standard issue EV suit
side, and two ambient lights inside to illuminate the wearer's face.
changed dramatically.
When the helmet was sealed, the ambient lights would activate. A
small earphone was attached to the helmet which the wearer Helmet
could insert in his or her ear, making it possible to stay in contact
The helmets of the standard-issue EV suits were taller and more
with a ship or other space vehicle.
spacious, yet still smaller than their 22nd century counterpart.
Located on the back of the helmet were the air hoses to the The clear, unopenable visor was much more vast and took up a
oxygen supply and an electrical connector for the light, majority of the helmet. It stretched from the front of the helmet,
communication, and propulsion units. The helmet connected to all the way to the back. A strange ambiguous light emanated from
the life support and propulsion unit via a secondary connection the bottom of the helmet and upward for the occupant to see. Late
ring and not to the EV suit directly. Padding within the helmet in the 23rd century, the helmets became more domed with the
made sure the wearer could not touch the visor with his or her visor facing forward. These helmets were also spacious and
face. allowed a lot of head room.
EV Suit EV Suit
The EV suit was made as one full piece that closed at the front The EV Suit was a chromo-metallic and form-fitting one-piece
via a zip fastener and ended just below the elbow. The suit was suit with a white belt that fastened around the waist. A phaser
self-sealing, meaning that if it were punctured or damaged in could be either holstered or attached to the white belt, depending
some way, sealant would be automatically applied to prevent the on the severity of the away mission. The helmet was detachable
suit from decompressing. Although the suit was solid enough to and the name tag of the occupant could be seen on it. The upper
protect its wearer from the rigors of space, a hypospray could still chest and neck area of the suit had a built-in communicator. Late
penetrate it in case of an emergency. Even with the heavy in the 23rd century, the EV suit generally remained the same
padding and protection, the suit could only protect its wearer except the color varied.
against a neutronic wavefront for about 22 minutes.

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 91 >
Life Support and Propulsion
All life support and propulsion systems were interwoven together
Equipment
as part of the EV suit in order to function better in hostile 23rd century Starfleet 24th century starfleet
environments. Later in the 23rd century, propulsion relied upon a
jet propulsion pack that was placed on the back of the EV suit.
The jet propulsion pack was detachable.
Gloves
The gloves had five digits and were connected to the EV suit.
They were detachable and fastened just below the elbow.
Boots
Each EV suit came with magnetic boots made out of the same
material as the EV suit.
communicator combadge
24th century
By the 24th century, the EV suit had changed into a white tight- communicator/combadge
fitting suit. Some pieces of the suit were gender-specific,
allowing a more customized fit than some of the previous suits.
Helmet Communicators were handheld communication devices used by
many species for person-to-person communications. In many
The helmet was smaller than its 22nd century counterpart but cases, these devices also served to allow transporter locks for
retained the clear and unopenable visor. Inside, two ambient beaming, thus acting as homing transponders. Communicators
lights were present on each side of the helmet to illuminate the usually transmitt on subspace frequencies.
wearer's face. Audio equipment, like a microphone and speaker,
were integrated. 23rd century Starfleet communicator

EV Suit Communicators were used by Starfleet landing parties and away


teams; occasionally, communicators were used in situations
The EV suit was made as one part and was not self-sealing. where normal intraship communications were inaccessable (or
Life Support inadvisable), during the 22nd and 23rd centuries.

The life support unit consisted of a hard upper-torso body-shell, Employing a flip-top design, a member of Starfleet spoke directly
which was different for men and women. This unit contained the into the device to give commands and speak with other personnel.
essentials for survival: communication equipment, oxygen, EV These communicators had an unaided range of aproximately
controls, power supply, and again an extra oxygen hose that made 350km
it possible to share oxygen. Alerts were available visibly via the
color-coded EV controls and also by audio. 24th century Starfleet combadge

Under normal conditions, an EV suit will be able to provide By the 24th century, these communication devices were
approximately 24 hours of oxygen. (VOY: "Day of Honor") integrated into the standard uniform badges and became known
as combadges. Users no longer had to speak directly into the
Gloves communicator, but rather could activate and deactivate them with
The gloves had five digits and were connected to the EV suit via the touch of a finger. The combadge came into general use by
a self-sealing mechanism. 2344 . Late-24th century communicators were composed of a
crystalline composite of silicon, beryllium, carbon-seventy, and
Boots gold. The combadges were also designed to self-activate after
The boots were made out of the same material as the EV suit and their casing was destroyed to aid in the rescue of victims. When
could be magnetized. accessing a computer, the communicator of the person at the
terminal will log in the user information, thereby making it
Back-up System possible to trace back who accessed the computer.
Tom Paris and Harry Kim were kept alive by the backup system Security protocols require that all Starfleet combadges only work
of their environmental suits, by "keeping their vital functions for a specific user, and are coded to that person's heat signature
going" while unconscious. The system kicked in due to an and other biofunctions. On board a starship, the tap is not
environmental seal in their suits had been compromised, essential, as the computer is constantly monitoring for contextual
depleting the oxygen. signals to begin voice transmission. However, off ship, the tap is
an essential habit to get into to preserve battery power. Once the
communicator is activated, the internal computer waits for
contextual clues to determine to whom the transmission will be
directed.
Previous to 2371, the combadges in use by Starfleet personnel
were limited to a line-of-sight range of 500 km. That is, this was
the maximum range that two people with unboosted
communicators could talk to each other without the signal being
routed through a mothership. The current design has a range of up
to 1200 km. The range will, of course, decrease considerably
should any obstructions be between the users. Using relayed
emergency subspace beacons, the maximum range of a combadge
without a mothership can be increased to up to 3.72 light-years.
As for the communicator's translation capability, each has a basic
conversational library of the languages from 253 galactic
civilizations plus the basic analytic routines to translate some
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 92 >
unknown languages. When the communicator is in range of a controls.
starship, it will patch into the main computer's translational Starfleet employs three standard model Padds; a 10.16 x 15.24 x
algorithms, increasing its translation capabilities accordingly. 0.95 cm, a 20.32 x 25.41 x 0.95 cm, and a 22.86 x 30.48 x 1.27
cm model. Made from micromilled duranium, the units operate
Many of the other major galactic races use a similar type of
on sarium-krellide energy cells and have masses ranging from
combadge with similarities and differences when compared to the
113.39 to 340.19 grams. Dynamic resolution switching is
Starfleet model. For example, the combadge used by the Bajoran
employed by the nanopixel molecular matrix screen. Memory
militia has a slightly smaller translational library, but is 155%
ranges from 15.3 kiloquads in the smallest to 97.5 kiloquads in
faster. The Klingon version is modified for more remote control
the largest. All units contain a subspace transceiver assembly to
over transporter circuits and has a 33% higher battery time. The
allow connection with more powerful computers in order to send
Romulan communicator does not have a dermal sensor, meaning
or receive data or share larger processing tasks.
that they are constantly on and probably monitoring the user and
Starfleet is currently evaluating Padds which will introduce bio-
his surroundings
neural elements, speeding up response time in line with the
performance gains in modern Starships.

Hypospray
A hypospray (colloquially, hypo) is a medical device used to
inject liquids into the body. The system uses a noninvasive
transport mechanism of compressed air to transfer the injectant
from the device into the body without the use of a needle, Replicator
ensuring that the skin is not punctured during use, thus reducing A replicator (or food slot) is a device that uses transporter
the risk of infection. Various drugs can be used, inserted into the technology to dematerialize quantities of matter and then
hypo in vials attached to the end of the instrument. rematerialize that matter in another form. It is also capable of
inverting its function, thus disposing leftovers and dishes and
The 23rd century Federation hypospray resembled the
storing the bulk material again. (VOY: "Year of Hell")
intravenous needles of previous centuries, whilst the 24th century
version of the device was more compact, employing an angled Most people find replicated foods and drinks to taste exactly the
head and rounded tip to transfer the drug more easily. Controls at same as "real" food, although some people claim to be able to tell
the injection head set the dosage to be injected. (TOS: "Amok the difference. This is due to the replicator manufacturing foods
Time"; TNG: "Haven") and beverages at the molecular level rather than at the quantum
level as used by most transporter systems. Furthermore,
The typical injection site used is the side of the neck, but the
Federation replicators are programmed to produce foodstuffs of
hypospray can inject even through clothing. Unlike hypodermic
acceptable "nutritional value".
needles, the hypospray can be used on multiple patients without
worries of spreading blood-borne illnesses In addition to foodstuffs, replicators can be used for replicating
machine parts, clothing (presumably including Starfleet
uniforms) or other objects. They can even be used to replicate
heavier machine parts, using a special type known as an industrial
replicator.
Replicators may be capable of producing replacement organs for
lifeforms in the ship's databanks. At the very least they are
capable of producing artificial organs as replacement for
lost/diseased organs.
Replicators aboard Starfleet vessels will not produce fatal
PADD poisons.
The Personal Access Display Device is one of the most widely Some alien replicators, such as the ones used by the alien
used methods of accessing and manipulating information. abductors encountered in 2366, are capable of replicating living
Although the capabilities of the Padd are limited compared to the things.
larger desktop units, their small size offers a convenience that Replicators (along with transporters and force fields) are one of
larger units lack. Indeed, the effectiveness of the principle is the technologies used in holodecks and holosuites.
shown by the fact that while they have been produced in a
massive variety of sizes and shapes, virtually every major species
has produced a design which shares the same basic features.
Padds are almost always handheld devices with a large surface
Transporter
area relative to their thickness. They include both memory and
processing capacity, usually with some form of remote linkage to
larger more capable systems. Almost all have a display screen
which takes up 50% or more of the surface. This is usually touch
sensitive, but is supplemented by a small number of physical

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 93 >
The transporter is a subspace device capable of almost functioned to detect and disable weapons and explosives (remat
instantaneously moving an object from one location to another. detonators).
Transporters are able to dematerialize, transmit and reassemble
Additionally pattern buffers were used to compensate for relative
an object. The act of transporting is often referred to as
motion during transport, ensuring that transported matter
"beaming."
materialized in the correct location.
Transporters have been used by many civilizations throughout
history but the first Human-made transporter was invented by Except in cases of extreme emergency, protocols prohibited
Emory Erickson sometime prior to 2121, with the first operable transporting objects while traveling at warp speed.
transporter being developed before 2139. When the transporter
was in its infancy there was much controversy surrounding its
safety and reliability within United Earth. The debates ranged
from health issues and even to metaphysical debates over whether
or not the person transported was the same person or a clone,
replacing the original.
The Enterprise NX-01 was one of the first Earth Starfleet
starships to be equipped with a transporter authorized for
transporting biological objects, though it was rarely utilized due
to the newness of the technology. Its use became common during Tricorder
Enterprise's search of the Delphic Expanse, mainly due to its The Starfleet Tricorder is a multi-purpose tool designed to be
usefulness in this dangerous sector of space. carried by personnel either whilst aboard ship or on away
These early transporters were not very reliable and even after missions. The basic functions of a tricorder involve collecting
Enterprise's mission, most were authorized for non-biological data via a variety of sensors, analysing and processing the data
transports only. Even when transporter use became via a compact onboard computer system, and presenting it to the
commonplace, most Humans and other races at a similar stage of user via a visual display and/or auditory cue. But this is barely the
technological development preferred traditional methods of start of the capabilities of this amazing device.
travel. The sensor capabilities of a tricorder are awesome. From
With the advent of safer transporters, biological transport became scanning a planetary core from the surface at one extreme down
increasingly common, which led to the appearance of the first to checking a room for listening devices at the other, tricorders
transporter-related diseases. The best known disease was can do an amazing variety of things. They can record visual
Transporter psychosis which was diagnosed in 2209. information, detect neutrino emissions, determine the structural
stability of caves, scan electronic systems to determine their
As Earth Starfleet and its successor, the Federation Starfleet, functions, download or upload information to computer systems,
continued their exploration of space, dependence on transporters bypassing normal access methods to read and alter memory or
grew significantly. Transporters could simplify away missions storage directly from the tricorder, analyse and if necessary
considerably by eliminating the need for a shuttlecraft. In case of disrupt powerful electromagnetic field effects, scan for life forms
emergencies, medical or otherwise, the time saved could mean and if necessary emit false lifeforms based on an analysis of
the difference between life or death. DNA traces, they can determine how people have moved in an
Transporters became the most reliable form of short-range enclosed location by analysing molecular displacement traces
transport by the 24th century. Innovations in transporter even many hours afterwards, or even detect the thermal traces left
technology around this time included safer site-to-site transport, by a person sitting down hours before and estimate the species
which allowed for transport between two locations without first from this data! Medical tricorders can scan a person at a distance
returning to a transporter room. and collect detailed physiological data, including all of their vital
signs.
As with other Starfleet technology, the transporter has its own
set of safety features, protocols and procedures. In an In a more active role, tricorders can disrupt certain types of
emergency, many of these safety systems could be modified or forcefield barrier, project holograms, or act as a distress beacon.
circumvented. They can even be networked together to combine the processing
power of their systems, allowing them to be used to control
One safety feature protected the transport subject to a certain systems such as transporters.
degree from external influences once the dematerialization
process had begun. This protection extended to both high energy Use of a tricorder gives the character a +3 bonus on Listen,
discharges (such as energy weapons fire) and physical incursions Search, Spot and knowledge checks within the range of the
(such as projectile weapons fire). device

Such protection was not infallible, however, particularly in the


Tricorder, Medical
earlier models of transporter. "Foreign matter" could get caught
up in the transport process and become embedded or integrated Use of a Medical tricorder gives the character a +1 bonus on
into the subject. Listen, Search, and Spot checks, and a +3 for treat injury and
medical related skills
Biofilters were uniformly used on all Federation transporters by
the 24th century. These filters functioned to decontaminate
transported objects and prevent harmful substances, pathogens, Turbolift
and even certain forms of radiation (including theta radiation),
from contaminating the rest of the ship.
Though biofilters performed a general contaminate removal with
each transport, some novel contaminate removal required specific
calibration in order for the filters to be effective. As such,
biofilters were incapable of filtering out certain types of
substances and pathogens, most notably psychic energy.
Biofilters were also unable to detect and filter certain types of
phased reality life forms without prior calibration. Biofilters also
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 94 >
Located on board most starships and space stations, the turbolift Range: 2 x 105 km
provides both vertical and horizontal transportation for personnel Delta-V limit: 0.5c
through turboshafts between key sections of a ship. In the 2270s, Powerplant: Vectored Deuterium microfusion.
the turbolift's tactile interface was succeeded by voice command Sensors: Full EM/Subspace and interstellar
operation.
chemistry pallet for in-space
The turbolift personnel transport system is provided by the applications.
turboelevator system, a network of inductively powered transport Telemetry: 12,500 channels at 12 megawatts.
tubes allowing the volume of the ship to be traversed in a high-
speed manner.
Many Starfleet turbolifts are comprised of a lightweight
Class II Sensor Probe
duranium-composite framework supporting a cylindrical
personnel cab constructed from "microfoamed" duranium
sheeting. Mounted longitudinally along the exterior of the cab are
three linear induction motors that provides the motive force.
Electromagnetic conduits located along the length of each
turboshaft provide power to these motors, allowing accelerations
up to ten meters per second. To counter such high acceleration
speeds, an intertial dampener installed at the base of the cab Range: 4 x 105 km
provides for crew comfort, eliminating some (although not all) of Delta-V limit: 0.65c
the acceleration effects. In some Starfleet vessels, a plan of the Powerplant: Vectored Deuterium microfusion.
ship is displayed along the back of the turbolift, allowing for Extended fuel supply.
directional assistance in the absence of computer access. Sensors: Same as class I, with addition of
Incorporated in the design of early Starfleet turbolifts were small enhanced imaging, long-range
handles on the interior, allowing for transport without the use of particle and field detection.
voice commands. Later refits phased out any analog interfaces Telemetry: 12,650 channels at 20 megawatts.
and featured auditory receivers allowing for crew personnel to
use voice commands to direct the turbolift. Upon receipt of the
voice command, the command queries the network, allowing for Class III Sensor Probe
computation of the most optimal route to the destination. Such
routes factor in the presence of other turbolifts already in
operation. The auditory receivers also automatically scan for
voiceprint authentication, allowing for select personnel access to
restricted areas. Turbolifts from the 23rd century also featured
communication panels to allow communication with other
sections of the ship without the need for a communicator Range: 1.2 x 106 km
Delta-V limit 0.65c
:
Powerplant: Vectored Deuterium microfusion.
Extended fuel supply.
Sensors: Terrestrial and gas giant sensor
pallet with material sample and
return capability. on-board chemical
analysis sub-module
Telemetry: 13,250 channels at 15 MW.
Notes: This class of probe also has limited
SIF hull reinforcement. Soft-landing,
and surface penetration capabilities.
Can take pressures of up to 450
bars. Limited terrestrial loiter time

Class IV Stellar Encounter Probe

This chapter is not OGL.


Range: 3.5 x 106 km
Delta-V limit: 0.6c
Class I Sensor Probe Powerplant: Vectored Deuterium microfusion.
Additional subspace driver
coil.Extended manoeuvring fuel
supply.
Sensors: Triply redundant stellar fields and
particle detectors, stellar atmosphere
analysis suite.
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 95 >
Telemetry: 9,780 channels at 65 MW. Class VII - Remote Culture Study
Notes: This class of probe also has six
ejectable radiation flux sub-probes,
Probe
deployable for none stellar energy
phenomena.

Class V - Reconnaissance Probe

Range: 4.3 x 1010 km


Delta-V limit: 0.8c
Powerplant: Micro-fusion engine with high output
MHD power tap.
Sensors: Standard pallet.
Range: 4.5 x 108 km Telemetry: 9,270 channels at 350 MW.
Delta-V limit: Warp 1.5 Notes: This class of probe is for use only on
Powerplant: Dual mode matter/antimatter. class III civilisations and below.
Hull coatings limit detectability. Can
Sensors: Passive data gathering and be in use for up to 3.5 months.
subspace transceiver. Incorporates a low-impact self
Telemetry: 1.050 channels at 0.5 MW. destruct package, tied into anti-
Notes: This class of probe also has a soft- tamper sensors.
landing capability. Hull designed to
limit visibility and detection. Can be Class VIII - Multimission Probe
modified for tactical purposes with a
counter-measures sub-module.

Class VI - Comm Relay / Emergency


Beacon Probe
Range: 1.2 x 102 light years
Delta-V limit: Warp 9
Powerplant: Matter/antimatter warp field sustainer
engine.
Duration: 6.5 hrs at WF 9.
Sensors: Mission specific modules
Range: 4.3 x 1010 km Telemetry: 4,550 channels at 300 MW.
Delta-V limit: 0.8c Notes: This class of probe is used for
Powerplant: Micro-fusion engine with high output applications from particle analysis, to
MHD power tap. early-warning reconnaissance
Sensors: Standard pallet.
Telemetry: 9,270 channels at 350 MW.
Notes: This class of probe also has an Class IX Multi-Mission Probe
extended deuterium supply to fuel
comm systems.
It is a modified class III probe.

Range: 7.6 x 102 light years


Delta-V limit: Warp 9
Powerplant: Matter/antimatter warp field sustainer
engine.
Duration: 12 hrs at WF 9. 14 days at WF 8.
Sensors: Mission specific modules
Telemetry: 6,500 channels at 230 MW.
Notes: This class of probe has a memory
capacity of 3,400 kiloquads, a fifty
channel transponder echo. Often
used as emergency devices to home
in on nearest vessel or Starbase

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 96 >
later in the round and act then, thus fixing the characters new
Combat initiative count at that point.
A character cannot interrupt anyones action with a delayed
Combat is played out in rounds, and in each round everybody acts action (as a character can with a readied action; see below).
in turn in a regular cycle. Combat usually runs in the following
way. Delaying Limits
1. Each combatant starts the battle flat-footed. Once a combatant The longest a character can delay before taking an action is until
acts, he or she is no longer flat-footed. after everyone else has acted in the round. At that point, the
delaying character must act or else forfeit any action in that
2. The GM determines which characters are aware of their
round.
opponents at the start of the battle. If some but not all of the
combatants are aware of their opponents, a surprise round If multiple characters are delaying, the one with the highest
happens before regular rounds begin. The combatants who are initiative modifier (or highest Dexterity, in case of a tie) has the
aware of their opponents can act in the surprise round, so they advantage. If two or more delaying characters both want to act on
roll for initiative. In initiative order (highest to lowest), the same initiative count, the one with the highest initiative
combatants who started the battle aware of their opponents each modifier gets to go first. If two or more delaying characters are
take one move or attack action. Combatants who were unaware trying to go after one another, the one with the highest initiative
dont get to act in the surprise round. If no one or everyone starts modifier gets to go last; the others must go first or lose their
the battle aware, there is no surprise round. action for the round.
3. Combatants who have not yet rolled initiative do so. All If a character loses an action due to delaying, he or she may act
combatants are now ready to begin their first regular round. on any count on the next turn. Again, the character cannot
interrupt an action.
4. Combatants act in initiative order.
5. When everyone has had a turn, the combatant with the highest Ready
initiative acts again, and steps 4 and 5 repeat until combat ends. The ready action lets a character prepare to take an action later, to
interrupt another character. Essentially, the character splits his or
Initiative her action, taking the move action on the characters initiative
Every round, each combatant gets to do something. The count and the attack action at a later point. On the characters
combatants initiative checks, from highest to lowest, determine turn, he or she prepares to take an action later, if a specific trigger
the order in which they act, from first to last. is met. Then, later in the round, if the readied action is triggered,
the character takes it, acting before the triggering action.
Initiative Checks
Readying does not provoke an attack of opportunity. (The
At the start of a battle, each combatant makes a single initiative characters move action, and the attack action he or she readies,
check. An initiative check is a Dexterity check. Each character may both provoke attacks of opportunity normally.)
applies his or her Dexterity modifier to the roll, and anyone with
the Improved Initiative feat gets an additional +4 bonus on the Readying an Action
check. The GM finds out what order characters are acting in, A character can ready an attack action or a move action. To do
counting down from highest result to lowest, and each character so, the character specifies the action he or she will take and the
acts in turn. On all following rounds, the characters act in the conditions under which the character will take it. Then, any time
same order (unless a character takes an action that results in his or before the characters next action, the character may take the
her initiative changing; see Special Initiative Actions). If two or readied attack action in response to those conditions. The readied
more combatants have the same initiative check result, the action occurs just before the event that triggers it. If the trigger is
combatants who are tied go in order of total initiative modifier part of another characters actions, the readied action interrupts
(including Dexterity modifier and Improved Initiative bonus, if the other character. The other character continues his or her
applicable).If there is still a tie, roll a die. actions once the readied action is completed.
Flat-Footed: At the start of a battle, before the character has had a The characters initiative count changes. For the rest of the
chance to act (specifically, before the characters first turn in the encounter, it is the count on which the character took the readied
initiative order), the character is flat-footed. A character cant use action, and the character acts immediately ahead of the character
his or her Dexterity bonus to Defense or make attacks of whose action triggered the readied action.
opportunity while flat-footed.
A character can take a 5-foot step as part of his or her readied
Joining a Battle action, but only if the character didnt otherwise move any
distance during the round.
If characters enter a battle after it has begun, they roll initiative at
that time and act whenever their turn comes up in the existing If the character comes to his or her next action and has not yet
order. performed the readied action, the character doesnt get to take the
readied action (though the character can ready the same action
Special Initiative Actions again). If the character takes his or her readied action in the next
round, before his or her regular turn comes up, the characters
Usually a character acts as soon as he or she can in combat, but
initiative count rises to that new point in the order of battle, and
sometimes a character wants to act later, at a better time, or in
he or she does not get your regular action that round.
response to the actions of someone else.
Delay Attack Roll
By choosing to delay, the character takes no action and then acts An attack roll represents a characters attempts to strike an
normally at whatever point in the initiative count the character opponent on the characters turn in a round. When a character
decides to act. When a character delays, he or she voluntarily makes an attack roll, he or she rolls 1d20 and adds his or her
reduces his or her own initiative result for the rest of the combat. attack bonus. If the result equals or beats the targets Defense, the
When the characters new, lower initiative count comes up later character hits and deals damage. Many modifiers can affect the
in the same round, the character can act normally. The character attack roll.
can specify this new initiative result or just wait until some time
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 97 >
A natural 1 (the d20 comes up 1) on the attack roll is always a
miss. A natural 20 (the d20 comes up 20) is always a hit. A
Damage
natural 20 is also always a threata possible critical hit. When a character hits with a weapon, he or she deals damage
according to the type of weapon. Effects that modify weapon
If the character is not proficient in the weapon he or she is
damage also apply to unarmed strikes and the natural physical
attacking with (the character doesnt have the appropriate
attack forms of creatures.
Weapon Proficiency feat), that character takes a 4 penalty on the
attack roll. Damage is deducted from the targets current hit points.

Attack Bonus Minimum Weapon Damage


A characters attack bonus with a melee weapon is: Base attack If penalties to damage bring the damage result below 1, a hit still
bonus + Strength modifier + size modifier deals 1 point of damage.

With a ranged weapon, a characters attack bonus is: Base attack Strength Bonus
bonus + Dexterity modifier + range penalty + size modifier When a character hits with a melee weapon or thrown weapon,
Strength Modifier add his or her Strength modifier to the damage.

Strength helps a character swing a weapon harder and faster, so a Off-Hand Weapon: When a character deals damage with a
characters Strength modifier applies to melee attack rolls. weapon in his or her off hand, add only half of the characters
Strength bonus.
Size Modifier Wielding a Weapon Two-Handed: When a character deals
damage with a weapon that he or she is wielding two-handed, add
Table: Size Modifiers
1.5 times the characters Strength bonus. However, the character
doesnt get this higher Strength bonus when using a light weapon
Size
Size (Example)
Modifier
two-handed; in such a case, only the characters normal Strength
bonus applies to the damage roll.
Colossal (blue whale [90 ft. long]) 8
Multiplying Damage
Gargantuan (gray whale [40 ft. Sometimes damage is multiplied by some factor. Roll the damage
4
long]) (with all modifiers) multiple times and total the results.
Bonus damage represented as extra dice is an exception. Do not
Huge (elephant) 2
multiply bonus damage dice when a character scores a critical hit
Large (lion) 1 Critical Hits
Medium-size (human) +0
When a character makes an attack roll and gets a natural 20 (the
d20 shows 20), the character hits regardless of the targets
Defense, and the character has scored a threat of a critical hit. To
Small (German shepherd) +1
find out if it is actually a critical hit, the character immediately
makes another attack roll with all the same modifiers as the attack
Tiny (housecat) +2
roll that scored the threat. If the second roll also results in a hit
against the targets Defense, the attack is a critical hit. (The
Diminutive (rat) +4 second roll just needs to hit to confirm a critical hit; the character
doesnt need to roll a second 20.) If the second roll is a miss, then
Fine (horsefly) +8 the attack just deals the damage of a regular hit.
A critical hit multiplies the characters damage. Unless otherwise
Creature size categories are defined differently from the size specified, the multiplier is x2. (It is possible for some weapons to
categories for weapons and other objects. Since this size modifier have higher multipliers, doing more damage on a critical hit.)
applies to Defense against a melee weapon attack or a ranged Some weapons have expanded threat ranges, making a critical hit
weapon attack, two creatures of the same size strike each other more likely. However, even with these weapons, only a 20 is an
normally, regardless of what size they actually are. Creature sizes automatic hit. The Critical column on the weapon description
are compatible with vehicle sizes. pages indicate the threat range for each weapon on the tables.
Dexterity Modifier Bonus damage represented as extra dice is not multiplied when a
Dexterity measures coordination and steadiness, so a characters character scores a critical hit.
Dexterity modifier applies when the character attacks with a Objects (including vehicles) and some types of creatures are
ranged weapon. immune to critical hits. A 20 is always a successful hit, but deals
no extra damage against these targets.
Range Penalty
The range penalty for a ranged weapon depends on what weapon Defense
the character is using and how far away the target is. All ranged A characters Defense represents how hard it is for opponents to
weapons and thrown weapons have a range increment. Any attack
land a solid, damaging blow on the character. Its the attack roll
from a distance of less than one range increment is not penalized result that an opponent needs to achieve to hit the character. The
for range. However, each full range increment causes a
average, unarmored civilian has a Defense of 10. A characters
cumulative 2 penalty on the attack roll. A thrown weapon has a Defense is equal to: 10 + Dexterity modifier + class bonus +
maximum range of five range increments. Ranged weapons that
equipment bonus + size modifier
fire projectiles can shoot up to ten increments.
Dexterity Modifier
If a characters Dexterity is high, he or she is particularly adept at
dodging blows or gunfire. If a characters Dexterity is low, he or
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 98 >
she is particularly inept at it. Characters apply their Dexterity Touch Attacks
modifier to Defense.
Some attacks disregard armor. In these cases, the attacker makes
Sometimes a character cant use his or her Dexterity bonus. If a a touch attack roll (either a ranged touch attack roll or a melee
character cant react to a blow, that character cant use his or her touch attack roll). The attacker makes his or her attack roll as
Dexterity bonus to Defense. normal, but a characters Defense does not include any equipment
bonus or armor bonus. All other modifiers, such as class bonus,
Class Bonus
Dexterity modifier, and size modifier, apply normally.
A characters class and level grant the character an innate bonus
to Defense. This bonus applies in all situations, even when the Hit Points
character is flat-footed or when the character would lose his or
A characters hit points tell how much punishment he or she can
her Dexterity bonus for some other reason.
take before dropping. Hit points are based on the characters class
Equipment Bonus and level, and the characters Constitution modifier applies.
If a character wears armor, it provides a bonus to his or her When a characters hit point total drops to 0, he or she is
Defense. This bonus represents the armors ability to protect the disabled. When it drops to 1, he or she is dying. When it drops
character from blows. Armor provides a minimum bonus to to 10, the character is dead.
anyone who wears it, but a character who is proficient in the use
of a certain type of armor receives a larger bonus to Defense. Speed
Sometimes a character cant use his or her equipment bonus to A characters speed tells how far he or she can move in a move
Defense. If an attack will damage the character just by touching action. Humans normally move 30 feet, but some creatures move
him or her, that character cant add his or her equipment bonus faster or slower. Wearing armor can slow a character down.
(see Touch Attacks, below). A character normally moves as a move action, leaving an attack
Size Modifier action to attack. The character can, however, use his or her attack
action as a second move action. This could let the character move
Table: Size Modifiers
again, for a total movement of up to double his or her normal
speed. Another option is to run all out (a full-round action). This
lets the character move up to four times his or her normal speed,
Size Size Modifier
but a character can only run all out in a straight line, and doing so
affects the characters Defense (see Run).
Colossal 8

Saving Throws
Gargantuan 4
Generally, when a character is subject to an unusual or magical
attack, he or she gets a saving throw to avoid or reduce the effect.
Huge 2
A saving throw is a 1d20 roll plus a bonus based on the
characters class and level (the characters base save bonus) and
Large 1
an ability modifier.

Medium-size +0
A natural 1 (the d20 comes up 1) on a saving throw is always a
failure. A natural 20 (the d20 comes up 20) is always a success.
Small +1 A characters saving throw bonus is: Base save bonus + ability
modifier
Tiny +2
The Difficulty Class for a save is determined by the attack itself.

Diminutive +4 Saving Throw Types


The three different kinds of saving throws are:
Fine +8
Fortitude: These saves measure a characters ability to stand up to
massive physical punishment or attacks against his or her vitality
The bigger an opponent is, the easier it is to hit in combat. The
and health such as poison and paralysis. Apply a characters
smaller it is, the harder it is to hit. Since this same modifier
Constitution modifier to his or her Fortitude saving throws.
applies to attack rolls a creature doesnt have a hard time
attacking another creature of the same size. Size modifiers are Reflex: These saves test a characters ability to dodge massive
shown on Table: Size Modifiers. attacks such as explosions or car wrecks. (Often, when damage is
inevitable, a character gets to make a Reflex save to take only
Other Modifiers half damage.) Apply the characters Dexterity modifier to his or
Other factors can add to a characters Defense. her Reflex saving throws.
Feats: Some feats give a bonus to a characters Defense. Will: These saves reflect a characters resistance to mental
influence and domination as well as to many magical effects.
Natural Armor: Some creatures have natural armor, which Apply the characters Wisdom modifier to his or her Will saving
usually consists of scales, fur, or layers of thick muscle. throws.
Dodge Bonuses: Some other Defense bonuses represent actively
avoiding blows. These bonuses are called dodge bonuses. Any Surprise
situation that denies a character his or her Dexterity bonus also When a combat starts, if a character was not aware of his or her
denies his or her dodge bonuses. Unlike most sorts of bonuses, enemies and they were aware of the character, that character is
dodge bonuses stack with each other. surprised. Likewise, a character can surprise his or her enemies if
the character knows about them before theyre aware of the
character.

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 99 >
The Surprise Round Attack an object Maybe2

If some but not all of the combatants are aware of their


opponents, a surprise round happens before regular rounds begin. Total defense No
The combatants who are aware of the opponents can act in the
surprise round, so they roll for initiative. In initiative order Use a skill that takes an attack action Usually
(highest to lowest), combatants who started the battle aware of
their opponents each take an attack action or move action during Start/complete full-round action Varies
the surprise round (see Action Types). If no one or everyone is
surprised, a surprise round does not occur.
Move Actions Attack of Opportunity1

Unaware Combatants
Move your speed Yes
Combatants who are unaware at the start of battle do not get to
act in the surprise round. Unaware combatants are still flat-footed
Use a piece of equipment No
because they have not acted yet. Because of this, they lose any
Dexterity bonus to Defense.
Climb (one-quarter speed) No

Actions in Combat
Climb, accelerated (one-half speed) No
The fundamental actions of moving and attacking cover most of
what a character wants to do in a battle. Theyre described here.
Crawl No
Other, more specialized options are touched on in Table: Actions
in Combat, and covered in Special Initiative Actions and Special
Attacks. Draw a weapon3 No

The Combat Round Holster a weapon Yes

Each round represents about 6 seconds in the game world. A


round is an opportunity for each character involved in a combat Move a heavy object Yes
to take an action. Anything a person could reasonably do in 6
seconds, a character can do in 1 round. Open a door No

Each rounds activity begins with the character with the highest
initiative result and then proceeds, in order, from there. Each Pick up an object Yes

round of a combat uses the same initiative order. When a


characters turn comes up in the initiative sequence, that character Reload a firearm with a box magazine or
Yes
speed loader
performs his or her entire rounds worth of actions. (For
exceptions, see Attacks of Opportunity and Special Initiative
Actions.) Retrieve a stored object Yes

For almost all purposes, there is no relevance to the end of a


Stand up from prone, sitting, or kneeling Yes
round or the beginning of a round. A round can be a segment of
game time starting with the first character to act and ending with
Swim No
the last, but it usually means a span of time from a certain round
to the same initiative number in the next round. Effects that last a
certain number of rounds end just before the same initiative count Use a skill that takes a move action Usually

that they began on.


Full-Round Actions Attack of Opportunity1
Table: Actions in Combat

Bull rush (charge) No


Attack Actions Attack of Opportunity1

Charge No
Attack (melee) No

Coup de grace Yes


Attack (ranged) Yes

Full attack No
Attack (unarmed) Yes

Overrun (charge) No
Attack (aid another) No

Run Yes
Bull rush (attack) No

Withdraw No
Escape a grapple No

Extinguish flames No
Feint (see the Bluff skill) No

Use a skill that takes a full round Usually


Ready (triggers an attack action) No

Reload a firearm with an internal


Yes
magazine
Make a dying character stable Yes

Free Actions Attack of Opportunity1


Attack a weapon Yes

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 100 >
Drop an object No
Full-Round Action
A full-round action consumes all a characters effort during a
Drop to prone, sitting, or kneeling No round. The only movement the character can take during a full-
round action is a 5-foot step before, during, or after the action.
Speak No Some full-round actions do not allow a character to take a 5-foot
step. A character can also perform free actions (see below) as the
Action Type Varies Attack of Opportunity1 GM allows.
Free Action
Disarm4 Yes
Free actions consume a very small amount of time and effort, and
over the span of the round, their impact is so minor that they are
Grapple 4 Yes
considered free. A character can perform one or more free actions
while taking another action normally. However, the GM puts
Load a weapon Yes
reasonable limits on what a character can really do for free. For
instance, dropping an object, dropping to a prone position,
Trip an opponent4 No (Yes if unarmed) speaking a sentence or two, and ceasing to concentrate on a
magic spell (if magic is available in the campaign) are all free
Use a feat5 Varies actions.

No Action Attack of Opportunity1 Attack Actions


Most common attack actions are described below. More
Delay No specialized attack actions are mentioned in Table: Actions in
Combat, and covered in Special Attacks.
5-foot step No
Melee Attacks
1Regardless of the action, if a character moves out of a threatened square, the character With a normal melee weapon, a character can strike any enemy
usually provokes an attack of opportunity. This column indicates whether the action itself,
not moving, provokes an attack of opportunity. within 5 feet. (Enemies within 5 feet are considered adjacent to
2If the object is being held, carried, or worn by a creature, yes. If not, no.
3If the character has a base attack bonus of +1 or higher, he or she can combine this action
the character.)
with a regular move. If the character has the Two-Weapon Fighting feat, he or she can
draw two light or one-handed weapons in the time it would normally take to draw one.
A character capable of making more than one melee attack per
4These attack forms substitute for a melee attack, not an action. As melee attacks, they can round must use the full attack action (see Full-Round Actions,
be used once in an attack or charge action, one or more times in a full attack action, or
even as an attack of opportunity.
below) in order to make more than one attack.
5The description of a feat defines its effect.
Fighting Defensively: A character can choose to fight defensively
while making a melee attack. If the character does so, he or she
takes a 4 penalty on his or her attack in a round to gain a +2
dodge bonus to Defense in the same round.
Action Types Unarmed Attacks
The four types of actions are attack actions, move actions, full-
Striking for damage with punches, kicks, and head butts is much
round actions, and free actions. In a normal round, a character can
like attacking with a melee weapon, except that an unarmed
perform an attack action and a move action (or two move actions;
attack deals nonlethal damage. Unarmed strikes count as light
a character can always take a move action in place of an attack
melee weapons (for purposes of two-weapon attack penalties and
action), or a character can perform a full-round action. A
so on). The following exceptions to normal melee rules apply to
character can also perform as many free actions as the GM
unarmed attacks.
allows.
Attacks of Opportunity: Making an unarmed attack against an
In some situations (such as in the surprise round) a character may
armed opponent provokes an attack of opportunity from the
be limited to taking only a single attack or move action.
character attacked. The attack of opportunity comes before the
Attack Action characters attack. An unarmed attack does not provoke attacks of
opportunity from other foes, nor does it provoke an attack of
An attack action allows a character to do something. A character opportunity from an unarmed foe.
can make an attack, use a skill or a feat (unless the skill or feat
requires a full-round action to perform; see below), or perform Armed Unarmed Attacks: Sometimes a character or creature
other similar actions. During a combat round, a character can take attacks unarmed but the attack still counts as armed. A creature
an attack action and a move action. A character can take a move with claws, fangs, and similar natural physical weapons, for
action before or after performing an attack action. example, counts as armed. Being armed counts for both offense
and defensenot only does a creature not provoke an attack of
Move Action opportunity when attacking an armed foe, but a character
A move action allows a character to move his or her speed or provokes an attack of opportunity from that creature if the
perform an action that takes a similar amount of time. A character character makes an unarmed attack against it. The Combat
can move his or her speed, climb one-quarter of his or her speed, Martial Arts feat makes a characters unarmed attacks count as
draw or stow a weapon or other object, stand up, pick up an armed.
object, or perform some equivalent action (see Table: Actions in Unarmed Strike Damage: An unarmed strike from a Medium-size
Combat). character deals 1d3 points (plus the characters Strength modifier,
A character can take a move action in the place of an attack as normal) of nonlethal damage.
action. A character can specify that his or her unarmed strike will deal
If a character moves no actual distance in a round, that character lethal damage before the character makes his or her attack roll,
can take one 5-foot step before, during, or after the action. but the character takes a 4 penalty on the attack roll because he
or she has to strike a particularly vulnerable spot to deal lethal
damage.
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 101 >
Ranged Attacks Move Actions
With a ranged weapon, a character can shoot or throw at any With the exception of specific movement-related skills, most
target that is within the ranged weapons maximum range and in move actions dont require a check. In some cases, ability checks
line of sight. A target is in line of sight if there are no solid might be required.
obstructions between the character and the target. The maximum
range for a thrown weapon is five range increments. For weapons Movement
that fire projectiles, it is ten range increments.
The simplest move action is moving the characters speed. If a
A character capable of making more than one ranged attack per character takes this kind of move action during his or her turn, the
round must use the full attack action (see Full-Round Actions, character cannot also take a 5-foot step.
below) in order to make more than one attack.
Many nonstandard modes of movement are also covered under
Shooting or Throwing into a Melee: If a character shoots or this category, including climbing and swimming (up to one-
throws a ranged weapon at a target that is engaged in melee with quarter the characters speed), crawling (up to 5 feet), and
an ally, the character takes a 4 penalty on his or her attack roll entering a vehicle.
because the character has to aim carefully to avoid hitting the
ally. Two characters are engaged in melee if they are enemies and Manipulating Objects
they are adjacent to one another. (An unconscious or otherwise In most cases, moving or manipulating an object is a move
immobilized character is not considered engaged unless he or she action. This includes drawing or holstering a weapon, retrieving
is actually being attacked.) or putting away a stored object, picking up an object, moving a
If the target is so big that part of it is 10 feet or farther from the heavy object, and opening a door.
nearest ally, the character can avoid the 4 penalty, even if its If the character has a base attack bonus of +1 or higher, he or she
engaged in melee with an ally. can draw a weapon as part of his or her normal movement.
Because of the weapons unwieldy shape and size, an attacker
using a longarm takes a 4 penalty on attacks against adjacent Standing Up
opponents. Standing up from a prone position requires a move action. It
Fighting Defensively: A character can choose to fight defensively provokes an attack of opportunity from opponents who threaten
while making a ranged attack. If the character does so, he or she the character.
takes a 4 penalty on his or her attack in a round to gain a +2
dodge bonus to Defense in the same round. Full-Round Actions
Touch Attacks A full-round action requires an entire round to complete. If it
doesnt involve moving any distance, a character can combine it
Since the character only needs to touch the enemy, he or she with a 5-foot step.
makes a touch attack instead of a regular attack. Touching an
opponent with a touch spell is considered to be an armed attack Charge
and therefore does not provoke attacks of opportunity when it is Charging is a special full-round action that allows a character to
discharged on an armed opponent. However, the act of casting a move more than his or her speed and attack during the action.
spell does provoke attacks of opportunity. However, there are tight restrictions on how and when a character
Touch attacks come in two types: melee touch attacks (for can charge.
touches made with the characters hand) and ranged touch attacks Movement during a Charge: The character must move before his
(for touches made with projectile and ray effects). The caster can or her attack, not after. The character must move at least 10 feet
score critical hits with either type of attack. The opponents and may move up to twice his or her speed. All movement must
Defense against a touch attack does not include any equipment be in a straight line, with no backing up allowed. The character
bonus or natural armor bonus. The opponents size modifier and must stop as soon as he or she is within striking range of his or
Dexterity modifier both apply normally. her target (the character cant run past the target and attack from
Total Defense another direction). A character cant take a 5-foot step during the
same round as a full charge.
Instead of attacking, a character can use his or her attack action
simply to defend. This is called a total defense action. The During the surprise round (or any other time a character is limited
character doesnt get to attack or perform any other activity, but to taking no more than a single attack action on his or her turn)
does get a +4 dodge bonus to his or her Defense for 1 round. The the character can still use the charge action, but he or she is only
characters Defense improves at the start of this action, so it helps allowed to move up to his or her speed (instead of up to twice his
against any attacks of opportunity the character is subject to while or her speed).
performing his or her move action. Attacking after a Charge: After moving, the character may make
a single melee attack. The character gets a +2 bonus on the attack
Start/Complete Full-Round Action roll. The character also takes a 2 penalty to his or her Defense
The start/complete full-round action attack action lets a for 1 round (until the beginning of the characters turn in the
character start undertaking a full-round action (such as those following round).
listed on Table: Actions in Combat) at the end of his or her turn, Even if the character has extra attacks, such as from having a
or complete a full-round action by using an attack action at the high enough base attack bonus or from using multiple weapons, a
beginning of his or her turn in the round following the round character only gets to make one attack after a charge.
when the character started the full-round action.
Instead of attacking the target, a character can attempt to push the
If the character starts a full-round action at the end of his or her target back. See Bull Rush.
turn, the next action that character takes must be to complete the
full-round action. Full Attack
Start/complete full-round action cannot be used with a full attack, If a character gets more than one attack per action because his or
charge, run, or withdraw action. her base attack bonus is high enough, because he or she fights
with two weapons, because he or she is using a double weapon,
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 102 >
or for some special reason, the character must use the full attack Constitution check (DC 10) to continue running. The character
action to get his or her additional attacks. The character does not must check again each round in which he or she continues to run,
need to specify the targets of his or her attacks ahead of time. The and the DC of this check increases by 1 for each check the
character can see how the earlier attacks turn out before assigning character makes. When the character fails this check, he or she
the later ones. must stop running. A character who has run to his or her limit
must rest for 1 minute (10 rounds) before running again. During a
Full attack is a full-round action. Because of this, the only
rest period, a character can move normally, but cant run.
movement a character can take during a full attack is a 5-foot
step. The character may take the step before, after, or between the A run represents a speed of about 14 miles per hour for an
attacks. unencumbered human.
If a character gets multiple attacks based on his or her base attack Withdraw
bonus, the character must make the attacks in order from highest
bonus to lowest. If the character is using two weapons, the Withdrawing from melee combat is a full-round action. When a
character can strike with either weapon first. If the character is character withdraws, he or she can move up to twice his or her
using a double weapon, the character can strike with either part of speed. (The character doesnt also get a 5-foot step.) The square
the weapon first. the character starts from is not considered threatened for purposes
of withdrawing, and therefore enemies do not get attacks of
Committing to a Full Attack Action: A character doesnt have to opportunity against the character when he or she move from that
commit to a full attack until after the first attack. The character square.
can then decide whether to make his or her remaining attacks or
to take a move action. Of course, if the character has already If while withdrawing, the character moves through another
taken a 5-foot step, he or she cant use his or her move action to threatened square (other than the one started in) without stopping,
move any distance, but the character could still draw or put away enemies get attacks of opportunity as normal.
a weapon, for instance (see Move Actions). Some forms of movement (such as climbing and swimming)
Fighting Defensively: A character can choose to fight defensively require skill checks from most creatures. A character may not
when taking a full attack action. If the character does so, he or withdraw using a form of movement for which that character
she takes a 4 penalty on all attacks in a round to gain a +2 dodge must make a skill check.
bonus to Defense in the same round.
Use Feat, Skill, or Talent
Attacking with Two Weapons: If the character wields a second
weapon in his or her off hand, the character can get one extra Certain feats, let a character take special actions in combat. Other
attack per round with that weapon. Fighting in this way is very feats are not actions in themselves, but they give a character a
difficult, howeverthe character takes a 6 penalty on the bonus when attempting something he or she can already do.
regular attack or attacks with his or her primary hand and a 10 Some feats arent meant to be used within the framework of
penalty on the attack with his or her off hand. A character can combat. The individual feat descriptions tell a character what he
reduce these penalties in two ways. or she needs to know about them.

1. If the off-hand weapon is light, the penalties are reduced by 2 Most uses of skills or talents in a combat situation are attack
each. (An unarmed strike is always considered light.) actions, but some might be move actions or full-round actions.
When appropriate, the description of a talent or a skill provides
2. The Two-Weapon Fighting feat lessens the primary hand the time required to use it.
penalty by 2, and the off-hand penalty by 6.
Table: Two-Weapon Fighting Penalties summarizes the Attacks of Opportunity
interaction of all these factors. The melee combat rules assume that combatants are actively
Double Weapons: A character can use a double weapon to make avoiding attacks. A player doesnt have to declare anything
an extra attack as if he or she were fighting with two weapons. special for his or her character to be on the defensive. Sometimes,
The penalties apply as if the off-hand weapon were light. however, a combatant in a melee lets his or her guard down, and
doesnt maintain a defensive posture as usual. In this case,
Table: Two-Weapon Fighting Penalties combatants near him or her can take advantage of this lapse in
defense to attack for free. These attacks are called attacks of
Primary Off
opportunity.
Circumstances
Hand Hand
Weapon Type
Normal penalties 6 10 A character can use a melee weapon to make attacks of
opportunity whenever the conditions for such an attack are met
Off-hand weapon is light 4 8 (see Provoking an Attack of Opportunity, below). In addition, a
character can make attacks of opportunity with unarmed attacks if
Two-Weapon Fighting feat 4 4
the characters unarmed attacks count as armed (see Armed
Unarmed Attacks).
Off-hand weapon is light and Two-Weapon
Fighting feat
2 2 Threatened Squares
A character threatens the squares into which he or she can make a
Run melee attack, even when it is not the characters action.
Generally, thats all squares adjacent to the characters position.
A character can run all out as a full-round action. When a An enemy that takes certain actions while in a threatened square
character runs, he or she can move up to four times his or her provokes an attack of opportunity from the character. A character
speed in a straight line. (The character does not get a 5-foot step.) can only make attacks of opportunity with melee weapons, never
The character loses any Dexterity bonus to Defense since he or with ranged weapons.
she cant avoid attacks. However, the character gets a +2 bonus to
Defense against ranged attacks while running. Provoking an Attack of Opportunity
A character can run for a number of rounds equal to his or her Two actions can provoke attacks of opportunity: moving out of a
Constitution score, but after that the character must succeed at a threatened square, and performing an action within a threatened
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 103 >
square that distracts from defending and lets the characters guard Movement in Darkness: If a character moves when he or she
down. cant see, such as in total darkness, his or her speed is limited to
one-half normal. The Blind-Fight feat reduces this penalty.
Moving out of a Threatened Square: When a character moves out
of a threatened square, that character generally provokes an attack Passing Through
of opportunity. There are two important exceptions, however. A
character doesnt provoke an attack of opportunity if all he or she Sometimes a character can pass through an area occupied by
moves is a 5-foot step, or if the character withdraws. If the another character or creature.
character doesnt start in a threatened square, but moves into one, Friendly Character: A character can move through a square
the character has to stop there, or else he or she provokes an occupied by a friendly character.
attack of opportunity as he or she leaves that square.
Unfriendly Character: There are two ways to move through a
Performing an Action that Distracts the Character: Some actions, square occupied by a resisting enemy. The character can attempt
when performed in a threatened square, provoke attacks of an overrun. Or the character can attempt to tumble through a
opportunity because they make a character divert his or her square occupied by an enemy (if the character has ranks in the
attention from the fight at hand. Using a ranged weapon, in Tumble skill; see the skill description).
particular, provokes attacks of opportunity. Table: Actions in
Combat notes many additional actions that provoke attacks of A character can move through a square occupied by an unfriendly
opportunity. character who doesnt resist as if the character was friendly.
Square Occupied by Creature Three Sizes Larger or Smaller: Any
Making an Attack of Opportunity creature can move through a square occupied by a creature three
An attack of opportunity is a single melee attack, and a character size categories larger or three categories smaller than it is.
can only make one per round. A character does not have to make
an attack of opportunity if he or she doesnt want to. Flanking
An experienced character gets additional regular melee attacks If a character is making a melee attack against an opponent, and
(by using the full attack action), but at a lower attack bonus. A an ally directly opposite the character is threatening the opponent,
character makes his or her attack of opportunity, however, at his the character and his or her ally flank the opponent. The character
or her normal attack bonuseven if the character has already gains a +2 bonus on his or her attack roll. The ally must be on the
attacked in this round. other side of the opponent so that the opponent is directly
between the character and the ally.
Movement and Position A character doesnt gain a bonus for flanking when making a
When using a grid to represent characters movement, the ranged attack.
standard scale equates 1 inch (or a 1 inch square) to 5 feet in the
game world.
Favorable and Unfavorable Conditions
Standard Scale
Generally speaking, any situational modifier created by the
attackers position or tactics applies to the attack roll, while any
One inch (or one square) = 5 feet
situational modifier created by the defenders position, state, or
tactics applies to the defenders Defense. The GM judges what
Next to or adjacent = 1 inch (5 feet) away (or in adjacent square)
bonuses and penalties apply, using Table: Defense Modifiers and
Table: Attack Roll Modifiers as guides.
30mm figure = A human-size creature
Table: Defense Modifiers
A human-size creature occupies an area 1 inch (5 feet) across (or one square)
Circumstance Melee Ranged
One round = 6 seconds
Defender sitting or
2 +21
kneeling
Tactical Movement
Where can a character move, how long it takes to get there, and Defender prone 4 +41
whether he or she is vulnerable to attacks of opportunity while
moving are key questions in combat. Defender stunned or
22 22
cowering
How Far Can a Character Move?
Humans normally move 30 feet, although armor can slow a Defender climbing 22 22
character down. Some creatures move faster or slower. A
characters speed when unarmored is sometimes called base Defender flat-footed +02 +02
speed.
Encumbrance: A character encumbered by carrying a large Defender running +02 +22

amount of gear or a fallen comrade may move slower than


normal. Defender grappling
+02 +03
(attacker not)
Movement in Combat: Generally, a character can move his or her
speed as a move action. If a character uses his or her attack action Defender pinned 44 +04
as a move action, the character can move again (for a total
movement of up to twice the characters normal speed). If the
Defender helpless (such
character spends the entire round to run all out, he or she can as paralyzed, sleeping, or +02 +02
move up to four times his or her normal speed. If a character does bound)

something that requires a full round, he or she can only take a 5-


foot step. Defender has cover See Cover

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 104 >
know in cases when a character uses another character as cover.
Defender concealed or
invisible
See Concealment In such a case, if the cover is struck and the attack roll exceeds
the Defense of the covering character, the covering character
1
Does not apply if target is adjacent to attacker. This circumstance may
takes the damage intended for the target.
instead improve bonus to Defense granted by cover. See Cover.
2
The defender loses any Dexterity bonus to Defense. If the covering character has a Dexterity bonus to Defense or a
3
Roll randomly to see which grappling combatant the character strikes. dodge bonus, and this bonus keeps the covering character from
That defender loses any Dexterity bonus to Defense.
4
Treat the defenders Dexterity as 0 (5 modifier). being hit, then the original target is hit instead. The covering
character has dodged out of the way and didnt provide cover
after all. A covering character can choose not to apply his or her
Dexterity bonus to Defense and/or his or her dodge bonus, if the
character so desires.
Table: Attack Roll Modifiers

Table: Cover
Circumstance Melee Ranged

Cover Bonus to Reflex


Degree of Cover (Example)
Attacker flanking defender1 +2 Defense Saves

Attacker on higher ground +1 +0 One-quarter (standing behind a 3-ft. high wall) +2 +1

Attacker prone 4 22 One-half (fighting from around a corner or a tree;


standing at an open window; behind a creature of same +4 +2
size)
Attacker invisible +23 +23

Three-quarters (peering around a corner or a big tree) +7 +3


1
A character flanks a defender when he or she has an ally on the opposite
side of the defender threatening the defender.
2
Some ranged weapons cant be used while the attacker is prone. Nine-tenths (standing at an arrow slit; behind a door
+10 +41
3
The defender loses any Dexterity bonus to Defense. thats slightly ajar)

Total (on the other side of a solid wall)

Cover 1 Half damage if save is failed; no damage if successful.

Cover provides a bonus to Defense. The more cover a character


has, the bigger the bonus. In a melee, if a character has cover Concealment
against an opponent, that opponent probably has cover against the Concealment includes all circumstances in which nothing
character, too. With ranged weapons, however, its easy to have physically blocks a blow or shot, but something interferes with an
better cover than the opponent. attackers accuracy.
The GM may impose other penalties or restrictions on attacks
depending on the details of the cover.
Degree of Concealment
Concealment is subjectively measured as to how well concealed
Degree of Cover the defender is. Examples of what might qualify as concealment
Cover is assessed in subjective measurements of how much of various degrees are given in Table: Concealment. Concealment
protection it offers. The GM determines the value of cover. This always depends on the point of view of the attacker.
measure is not a strict mathematical calculation, because a
character gains more value from covering the parts of his or her
Concealment Miss Chance
body that are more likely to be struck. If the bottom half of a Concealment gives the subject of a successful attack a chance that
characters body is covered, that only gives one-quarter cover, the attacker missed because of the concealment. If the attacker
because most vital areas are still fully exposed. If one side or the hits, the defender must make a miss chance percentile roll to
other of a characters body is covered, the character gets one-half avoid being struck. (Actually, it doesnt matter who makes the
cover. roll or whether its rolled before or after the attack roll. When
multiple concealment conditions apply to a defender, use the one
Cover Defense Bonus that would produce the highest miss chance. Do not add the miss
Table: Cover gives the Defense bonuses for different degrees of chances together.
cover. Add the relevant number to the characters Defense. This
cover bonus overlaps (does not stack) with certain other bonuses. Table: Concealment

Cover Reflex Save Bonus Concealment (Example) Miss Chance

Table: Cover gives the Reflex save bonuses for different degrees
of cover. Add this bonus to Reflex saves against attacks that One-quarter (light fog; light foliage) 10%

affect an area. This bonus only applies to attacks that originate or


burst out from a point on the other side of the cover. One-half (shadows; dense fog at 5 ft.) 20%

Striking the Cover Instead of a Missed Target Three-quarters (dense foliage) 30%
If it ever becomes important to know whether the cover was
actually struck by an incoming attack that misses the intended Nine-tenths (near total darkness) 40%
target, the GM should determine if the attack roll would have hit
the protected target without the cover. If the attack roll falls Total (attacker blind; total darkness; smoke
50% and must guess targets location
within a range low enough to miss the target with cover but high grenade; dense fog at 10 ft.)
enough to strike the target if there had been no cover, the object
used for cover was struck. This can be particularly important to

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 105 >
The Personal Firearms Proficiency feat allows a character to
Helpless Defenders make this sort of attack without penalty. If a character isnt
A helpless foeone who is bound, sleeping, unconscious, or proficient in personal firearms, he or she takes a 4 penalty on
otherwise at the attackers mercyis an easy target. A character attacks with that type of weapon.
can sometimes approach a target who is unaware of his or her
A number of other feats allow a character to deal extra damage
presence, get adjacent to the target, and treat him or her as
when he or she fires more than one bullet as part of a single
helpless. If the target is in combat or some other tense situation,
attack at a single target. (If a character doesnt have those feats,
and therefore in a state of acute awareness and readiness, or if the
he or she can still fire more than one bulletbut the extra bullets
target can use his or her Dexterity bonus to Defense, then that
dont have any effect, and are just wasted ammunition.)
target cant be considered unaware. Further, any reasonable
precaution taken by a target, including stationing bodyguards, As with all forms of ranged weapons, attacking with a firearm
placing his or her back to a wall, or being able to make Spot while within a threatened square provokes an attack of
checks, also precludes catching that target unaware and helpless. opportunity.
Regular Attack Because of the weapons unwieldy shape and size, an attacker
using a longarm takes a 4 penalty on attacks against adjacent
A helpless defender has an effective Defense of 5 + his or her opponents.
size modifier. If a character is attacking with a ranged weapon
and is not adjacent to the target, the character can use a full-round Autofire
action to make the attack, and gain a +5 bonus on the attack roll. If a ranged weapon has an automatic rate of fire, a character may
If the character is attacking with a melee weapon, or with a set it on autofire. Autofire affects an area and everyone in it, not a
ranged weapon from an adjacent square, the character can use a specific creature. The character targets a 10-foot-by-10-foot area
full-round action to deliver a coup de grace. and makes an attack roll; the targeted area has an effective
Coup de Grace Defense of 10. (If the character does not have the Advanced
Firearms Proficiency feat, he or she takes a 4 penalty on the
As a full-round action, a character can use a melee weapon to attack roll.) If the attack succeeds, every creature within the
deliver a coup de grace to a helpless foe. A character can also use affected area must make a Reflex save (DC 15) or take the
a ranged weapon, provided the character is adjacent to the target. weapons damage. Autofire shoots 10 bullets, and can only be
The character automatically hits and score a critical hit. If the used if the weapon has 10 bullets in it.
defender survives the damage, he or she still must make a
Fortitude save (DC 10 + damage dealt) or die. Autofire is not the same thing as burst fire, which involves firing
a short burst at a specific target. Firing a burst requires the Burst
Delivering a coup de grace provokes attacks of opportunity from Fire feat. If a character fires a blast of automatic fire at a specific
threatening foes because it involves focused concentration and target without the Burst Fire feat, its treated as a standard attack.
methodical action. The attack, if successful, only deals normal damageall the extra
A character cant deliver a coup de grace against a creature that is ammunition the character fired is wasted.
immune to critical hits. Some firearmsparticularly machine gunsonly have autofire
settings and cant normally fire single shots.
Knockout Blow
As a full-round action, a character can make an unarmed attack or
use a melee weapon that deals nonlethal damage to deliver a
knockout blow to a helpless foe. A character can also use a melee
Grenades and Explosives
weapon that deals lethal damage, but the character takes a 4 An explosive is a weapon that, when detonated, affects all
penalty on any attempt to deal nonlethal damage with the creatures and objects within its burst radius by means of shrapnel,
weapon. The target has an effective Defense of 5 + his or her size heat, or massive concussion. Its effect is broad enough that it can
modifier. If the character hits, he or she automatically scores a hurt characters just by going off close to them.
critical hit (see Nonlethal Damage).
Some explosives, such as grenades, can be thrown, and they
Delivering a knockout blow provokes attacks of opportunity from explode when they land. Others are planted, with fuses or timers,
threatening foes because it involves focused concentration and and go off after a preset amount of time elapses.
methodical action.
Thrown Explosives
A character cant deliver a knockout blow against a creature that
is immune to critical hits. Thrown Explosives (hit)

Aid Another Roll on d4 Corner of targeted square


In combat, a character can help a friend attack or defend by
distracting or interfering with an opponent. If the character is in 1 Upper Left
position to attack an opponent with which a friend of the
character is engaged in melee combat, the character can attempt 2 Upper Right
to aid the friend as an attack action. The character makes an
attack roll against Defense 10. If the character succeeds, he or she 3 Lower Right
doesnt actually damage the opponentbut the characters friend
gains either a +2 circumstance bonus against that opponent or a
4 Lower Left
+2 circumstance bonus to Defense against that opponent (aiding
characters choice) on the friends next turn.
An attack with a thrown explosive is a ranged attack made
Firearms against a specific 5-foot square. (A character can target a square
occupied by a creature.) Throwing the explosive is an attack
The most basic form of attack with a firearm is a single shot. One action. If the square is within one range increment, you do not
attack is one pull of the trigger and fires one bullet at one target. need to make an attack roll. Roll 1d4 and consult the table to see
which corner of the square the explosive bounces to.

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 106 >
If the target square is more than one range increment away, make may make Reflex saves (DC varies according to the explosive
an attack roll. The square has an effective Defense of 10. Thrown type) for half damage.
weapons require no weapon proficiency, so a character doesnt
take the 4 nonproficient penalty. If the attack succeeds, the Planted Explosives
grenade or explosive lands in the targeted square. Roll 1d4 and A planted explosive is set in place, with a timer or fuse
consult the table above to see which corner of the square the determining when it goes off. No attack roll is necessary to plant
explosive bounces to. an explosive; the explosive sits where it is placed until it is
If the character misses the target, the explosive lands at a corner moved or goes off.
of a square nearby in a random direction. Consult the tables When a planted explosive detonates, it deals its damage to all
below to determine where the explosive lands. If the weapon was targets within the burst radius of the weapon. The targets may
thrown two to three range increments (11 to 30 feet), roll 1d8. make Reflex saves (DC varies according to the explosive type)
for half damage.
Thrown Explosive (Miss 2 to 3 Range Increments)

Splash Weapons
Roll on d8 Location Struck
A splash weapon is a ranged weapon that breaks apart on impact,
splashing or scattering its contents over its target and nearby
1 upper right corner, one square beyond target
creatures or objects. Most splash weapons consist of liquids in
breakable containers.
2 upper right corner, one square right of target
To attack with a splash weapon, make a ranged touch attack
against the target. Thrown weapons require no weapon
3 lower right corner, one square right of target
proficiency, so characters dont take the 4 nonproficient penalty.
A hit deals direct hit damage to the target and splash damage to
4 lower right corner, one square short of target
all other creatures within 5 feet of the target.

5 lower left corner, one square short of target


A character can instead target a specific 5-foot square, including a
square occupied by a creature. Use the rules for thrown
explosives. However, if a character targets a square, creatures
6 lower left corner, one square left of target
within 5 feet are dealt the splash damage, and the direct hit
damage is not dealt to any creature.
7 upper left corner, one square left of target
If the character misses the target (whether aiming at a creature or
8 upper left corner, one square beyond target
a square), check to see where the weapon lands, using the rules
for thrown explosives. After determining where the object landed,
it deals splash damage to all creatures within 5 feet.
For ranges of up to five range increments (31 to 50 feet), roll
1d12. Attack an Object
Thrown Explosives (Miss 4 to5 Range Increments) Sometimes a character needs to attack or break an object

Roll on d12 Location Struck


Strike an Object
Table: Size and Defense of Objects
1 upper right corner, two squares beyond target

Size (Example) Defense


upper right corner, one square beyond and right of
2
target
Colossal (jetliner) 3

3 upper right corner, two squares right of target


Gargantuan (army tank) 1

4 lower right corner, two squares right of target


Huge (typical car) 3

5 lower right corner, one square short and right of target


Large (big door) 4

6 lower right corner, two squares short of target


Medium-size (dirt bike) 5

7 lower left corner, two squares short of target


Small (chair) 6

8 lower left corner, one square short and left of target


Tiny (laptop computer) 7

9 lower left corner, two squares left of target


Diminutive (paperback
9
book)
10 upper left corner, two squares left of target

Fine (pencil) 13
11 upper left corner, one square beyond and left of target

Objects are easier to hit than characters because they usually


12 upper left corner, two squares beyond target
dont move, but many are tough enough to shrug off some
damage from each blow.
After determining where the explosive landed, it deals its damage
to all targets within the burst radius of the weapon. The targets Object Defense and Bonuses to Attack: Objects are harder or
easier to hit depending on their size and whether they are
immobile or being held, carried, or worn by opponents. The base
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 107 >
Defense of objects is shown on Table: Size and Defense of
Ultrahigh security 20 150 40
Objects.
If a character uses a full-round action to make an attack against Manufactured objects1
an inanimate, immobile object, the character gets an automatic hit
with a melee weapon, or a +5 bonus on his or her attack roll with
a ranged weapon.
An object being held, carried, or worn has a Defense equal to the Fine 0 1 10
above figure + 5 + the opponents Dexterity modifier + the
opponents class bonus to Defense. Striking a held, carried, or Diminutive 0 1 10
worn object provokes an attack of opportunity from the character
who holds it. (If a character has the Sunder feat, he or she doesnt Tiny 1 2 10
incur an attack of opportunity for making the attempt.)
Hardness: Each object has hardnessa number that represents Small 3 3 12
how well it resists damage. Whenever an object takes damage,
subtract its hardness from the damage. Only damage in excess of Medium-size 5 5 15
its hardness is deducted from the objects hit points (see Table:
Substance Hardness and Hit Points and Table: Object Hardness Large 5 10 15
and Hit Points).
Hit Points: An objects hit point total depends on what it is made Huge 8 10 20
of or how big it is (see Table Substance Hardness and Hit Points
and Table Object Hardness and Hit Points). Gargantuan 8 20 30

Table: Substance Hardness and Hit Points


Colossal 10 30 50

Substance Hardness Hit Points


Miscellanious

Paper 0 2/inch of thickness


Firearm, Medium-
5 7 17
size
Rope 0 2/inch of thickness
Rope 0 2 23
Plastic,
0 3/inch of thickness
soft
Simple wooden
5 10 13
door
Glass 1 1/inch of thickness
Strong wooden
5 20 23
door
Ceramic 1 2/inch of thickness

Steel door 10 120 35


Ice 0 3/inch of thickness

Cinderblock wall 8 90 35
Plastic,
2 5/inch of thickness
hard
Chain 10 5 26
Wood 5 10/inch of thickness
Handcuffs 10 10 30
Aluminum 6 10/inch of thickness
Metal bars 10 15 30
Concrete 8 15/inch of thickness
1Figures for manufactured objects are minimum values. The GM may adjust these
upward to account for objects with more strength and durability.
Steel 10 30/inch of thickness

Energy Attacks: Acid and sonic/concussive attacks deal normal


damage to most objects. Electricity and fire attacks deal half
damage to most objects; divide the damage by 2 before applying
Table: Object Hardness and Hit Points
the hardness. Cold attacks deal one-quarter damage to most
objects; divide the damage by 4 before applying the hardness.
Object Hardness Hit Points Break DC
Ineffective Weapons: The GM may determine that certain
weapons just cant deal damage effectively to certain objects.
Lock
Immunities: Objects are immune to nonlethal damage and to
Cheap 0 1 10 critical hits.
Saving Throws: Unattended objects never make saving throws.
Average 3 5 15 They are considered to have failed their saving throws. An object
attended by a character (being grasped, touched, or worn)
High quality 5 10 20 receives a saving throw just as if the character herself were
making the saving throw.
High security 10 120 35

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 108 >
Breaking Objects Then the target chooses either to avoid the character or to block
the character. If the opponent avoids the character, the character
When a character tries to break something with sudden force
keeps moving. (A character can always move through a square
rather than by dealing damage, use a Strength check to see
occupied by someone who lets the character by.) If the opponent
whether he or she succeeds. The DC depends more on the
blocks the character, make a trip attack against the opponent (see
construction of the object than on the material.
Trip). If the character succeeds in tripping his or her opponent,
If an object has lost half or more of its hit points, the DC to break the character can continue his or her movement as normal.
it decreases by 2.
If the character fails and are tripped in turn, the character falls
Repairing Objects prone in the targets square. If the character fails but are not
tripped, the character has to move 5 feet back the way he or she
Repairing damage to an object takes a full hour of work and came, ending his or her movement there. If that square is
appropriate tools. (Without the tools, a character takes a 4 occupied, the character falls prone in the square.
penalty on his or her Repair check.) At the end of the hour, make
a Repair check (DC 20). Success restores 2d6 hit points. If Trip
damage remains, the character may continue to make repairs for
as many hours as it takes to restore all the objects hit points. A character can try to trip an opponent, or otherwise knock him
or her down, as an unarmed melee attack. A character can only
Bull Rush trip an opponent who is one size category larger than the
character, the same size, or smaller.
A character can attempt a bull rush as an attack action made
during his or her move action, or as part of a charge. (In general, Making a Trip Attack
a character cant make an attack action during a move action; this
Make an unarmed melee touch attack against the target. Doing
is an exception.) In either case, the character doesnt get a 5-foot
this provokes an attack of opportunity from the target as normal
step before, during, or after the bull rush attempt. When the
for unarmed attacks.
character bull rushes, he or she attempts to push an opponent
straight back instead of attacking the opponent. A character can If the attack succeeds, make a Strength check opposed by the
only bull rush an opponent who is one size category larger than targets Dexterity check or Strength check (using whichever
the character, the same size, or smaller. ability score has the higher modifier). If the character and the
target are different sizes, the larger combatant gets a bonus on the
Initiating a Bull Rush Strength check of +4 per difference in size category. The target
First, the character moves into the targets square. Moving in this gets a +4 stability bonus on his or her check if he or she has more
way provokes an attack of opportunity from each foe that than two legs or is otherwise exceptionally stable. If the character
threatens the character, probably including the target. wins, he or she trips the target. If the character loses, the target
may immediately react and make a Strength check opposed by
Second, the character and the target make opposed Strength the characters Dexterity check or Strength check to try to trip the
checks. If the character and the target are different sizes, the character.
larger combatant gets a bonus on the Strength check of +4 per
difference in size category. The character gets a +2 bonus if he or Being Tripped (Prone)
she was charging. The target gets a +4 stability bonus if he or she
A tripped character is prone (see Table: Defense Modifiers).
has more than two legs or is otherwise exceptionally stable.
Standing up from a prone position is a move action.
Bull Rush Results Tripping with a Weapon
If the character beats the targets Strength check, the character
Some weapons, such as the chain and the whip, can be used to
pushes the opponent back 5 feet. The character can push the
make trip attacks. A character doesnt incur an attack of
target back an additional 5 feet for every 5 points by which the
opportunity when doing so. If the character is tripped during his
character exceeded the targets check result, provided the
or her own trip attempt, the character can drop the weapon to
character moves with the target. A character cant, however,
avoid being tripped.
exceed his or her normal movement for that action. (The target
provokes attacks of opportunity if moved. So does the character,
if he or she moves with the target. The target and the character do
Disarm
not provoke attacks of opportunity from each other as a result of As a melee attack, a character may attempt to disarm his or her
this movement.) opponent. If the character does so with a weapon, he or she
knocks the opponents weapon out of his or her hands and to the
If the character fails to beat the targets Strength check, the
ground. If the character attempts the disarm while unarmed, the
character moves 5 feet straight back to where the character was
character ends up with the weapon in his or her hand.
before the character moved into the opponents square. If that
square is occupied, the character falls prone in the square. If a character is attempting to disarm the wielder of a melee
weapon, follow the steps outlined here. Disarming the wielder of
Overrun a ranged weapon is slightly different; see below.
A character can attempt an overrun as an attack action made Step One: The character provokes an attack of opportunity from
during his or her move action, or as part of a charge. (In general, the target he or she is trying to disarm.
a character cannot make an attack action during a move action;
Step Two: The character and the target make opposed attack rolls
this is an exception.) In either case, the character doesnt get a 5-
with their respective weapons. If the weapons are different sizes,
foot step before, during, or after the overrun attempt. With an
the combatant with the larger weapon gets a bonus on the attack
overrun, the character attempts to move through an opponents
roll of +4 per difference in size category. If the target is using a
area, going past or over the opponent. A character can only
weapon in two hands, he or she gets an additional +4 bonus.
overrun an opponent who is one size category larger than the
Also, if the combatants are different sizes, the larger combatant
character, the same size, or smaller. A character can make only
gets a bonus on the attack roll of +4 per difference in size
one overrun attempt per action.
category.
First, the character must move at least 10 feet in a straight line
Step Three: If the character beats the targets attack roll, the
into the targets square (provoking attacks of opportunity
target is disarmed. If the character attempted the disarm action
normally).
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 109 >
unarmed, he or she now has the weapon. If the character was
armed, the targets weapon is on the ground at the targets feet.
Grapple Modifier
If the character fails the disarm attempt, the target may Table: Grapple Modifiers
immediately react and attempt to disarm the character with the
same sort of opposed melee attack roll. The opponents attempt Grapple
Size (Example)
does not provoke an attack of opportunity from the character. If Modifier
the opponent fails to disarm, the character does not get a free
disarm attempt against the opponent. Colossal (blue whale [90 ft. long]) +16

Ranged Weapons
Gargantuan (gray whale [40 ft.
+12
long])
To disarm an opponent wielding a ranged weapon, the character
makes a melee attack or unarmed attack to strike the weapon in
the opponents hand (see Attack an Object). If the weapon is held Huge (elephant) +8
in two hands, it gets a +2 bonus to its Defense. If the characters
attack succeeds, the ranged weapon falls to the ground or winds Large (lion) +4
up in the characters hands (if the character made the attack
unarmed). This kind of disarm attempt provokes an attack of Medium-size (human) +0
opportunity, but if the character fails, the target does not get to
make a disarm attempt against him or her. Small (German shepherd) 4

Grabbing Objects Tiny (housecat) 8


A character can also use disarm to snatch away an object worn by
a target. Doing this works the same as a disarm attempt, except Diminutive (rat) 12
for the following.
Attack of Opportunity: If the targets attack of opportunity Fine (horsefly) 16
inflicts any damage, the attempt to grab the object automatically
fails. A creatures size works in its favor when grappling, if that
creature is Large or larger in size. Conversely, a creature of Small
Modifiers: If the object is well secured or otherwise difficult to
or smaller size is at a disadvantage because of its size when
grab from the target, the target gets a +4 bonus. On the other
grappling. Instead of using a creatures size modifier on a grapple
hand, if the object is poorly secured or otherwise easy to snatch
check (as would be done for a melee or ranged attack roll), use
or cut away, the attacker gets a +4 bonus.
the appropriate grapple modifier from Table: Grapple Modifiers.
Failed Attempts: Failing an attempt to grab an object doesnt
allow the target to attempt to disarm the character. Starting a Grapple
To start a grapple, a character first needs to grab and hold his or
Grapple her target. Attempting to start a grapple is the equivalent of
Grappling means wrestling and struggling hand-to-hand. making a melee attack. If the character gets multiple attacks in a
round, he or she can attempt to start a grapple multiple times (at
There are three stages to grappling: grabbing, holding, and successively lower base attack bonuses). Follow these steps.
pinning.
1. Attack of Opportunity: A character provokes an attack of
Grabbing opportunity from the target he or she is trying to grapple. If the
attack of opportunity deals the character damage, the character
Normally, a grab is just the first step to starting a grapple. If the
fails to start the grapple. If the attack of opportunity misses or
character grabs an opponent, but fails to go on to hold him or her,
otherwise fails to deal damage, proceed to step 2.
the character doesnt actually start a grapple. However,
sometimes all a character wants to do is grab the target. 2. Grab: The character makes a melee touch attack to grab the
target. If the character fails to hit the target, the character fails to
Holding start the grapple. If the character succeeds, proceed to step 3.
Once a character has established a hold, he or she is involved in a 3. Hold: Make an opposed grapple check. (This is a free action.)
grapple. From a hold, a character can attempt a number of If the character succeeds, the character has started the grapple,
actions, including damaging the opponent or pinning the and deals damage to the target as if with an unarmed strike.
opponent. A character cant get a hold on any creature more than
two size categories larger than the character. (However, such a If the character loses, he or she fails to start the grapple. The
creature can get a hold on the characterso while a character character automatically loses an attempt to hold if the target is
cant initiate a grapple with a creature more than two size two or more size categories larger than the character is (but the
categories larger than, a character can still end up in one.) character can still make an attempt to grab such a target, if thats
all he or she wants to do).
Pinning
4. Maintain the Grapple: To maintain the grapple for later rounds,
Getting the opponent in a pin is often the goal of a grapple. A the character must move into the targets square. (This movement
pinned character is held immobile. is free and doesnt count as part of the characters movement for
the round movement.) Moving, as normal, provokes attacks of
Grapple Checks opportunity from threatening enemies, but not from the target.
When a character is involved in a grapple, he or she will need to The character and the target are now grappling.
make opposed grapple checks against an opponentoften If the character cant move into the targets square, the character
repeatedly. A grapple check is something like a melee attack roll. cant maintain the grapple and must immediately let go of the
A characters attack bonus on a grapple check is: target. To grapple again, the character must begin at step 1.
Base attack bonus + Strength modifier + grapple modifier

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 110 >
Grappling Consequences If the Character is Pinned
While a character is grappling, his or her ability to attack others When an opponent has pinned the character, he or she is held
and defend him or herself is limited. immobile (but not helpless) for 1 round. (the character cant
attempt any other action.) On the characters turn, he or she can
No Threatened Squares: A character doesnt threaten any squares
attempt to escape from the pin. If the character succeeds, he or
while grappling.
she is still grappling.
No Dexterity Bonus: A character loses his or her Dexterity bonus
to Defense (if the character has one) against opponents the Joining a Grapple
character isnt grappling. (The character can still use it against If the target is already grappling someone else, a character can
opponents he or she is grappling.) use an attack to start a grapple, as above, except that the target
No Movement: A character cannot move while held in a grapple. doesnt get an attack of opportunity against the character, and the
characters grab automatically succeeds. The character still has to
If the Character is Grappling make a successful opposed grapple check and move in to be part
of the grapple.
When a character is grappling (regardless of who started the
grapple), he or she can attempt any of several actions on his or If multiple enemies are already involved in the grapple, the
her turn. Unless otherwise noted, each of these options is character picks one against whom to make the opposed grapple
equivalent to an attack. (If the character normally gets more than check.
one attack per attack action, he or she can attempt as many of
these options as he or she has attacks available, using his or her Multiple Grapplers
successively lower attack bonus for each roll.) The character is Several combatants can be in a single grapple. Up to four
limited to these options only; he or she cannot take any other combatants can grapple a single opponent in a given round.
actions. Creatures that are one size category smaller than the character
Damage the Opponent: Make an opposed grapple check; if the count as one-half creature each; creatures that are one size
character succeeds, he or she deals damage as with an unarmed category larger than the character count as two creatures; and
strike. creatures two or more size categories larger than the character
count as four creatures.
Pin: Make an opposed grapple check; if the character succeeds,
he or she holds the opponent immobile for 1 round. The opponent When involved in a grapple with multiple opponents, the
takes a 4 penalty to Defense against all attacks from other character chooses one opponent to make an opposed check
people (but not from the character); however, the opponent is not against. The exception is an attempt to escape from the grapple;
considered helpless. to escape, a characters grapple check must beat the check results
of all opponents.
A character cant use a weapon on a pinned character or attempt
to damage or pin a second opponent while holding a pin on the Death, Dying and Healing
first.
A pinned character cant take any action except to attempt to
Injury and Death
escape from the pin. Hit points measure how hard a character is to kill. Hit
points mean two things in the game world: the ability to
Escape from Grapple: Make an opposed grapple check. If the
take physical punishment and keep going, and the ability to
character succeeds, he or she can escape the grapple. If more than
turn a serious blow into a less serious one.
one opponent is grappling the character, the grapple check result
has to beat all their check results to escape. (Opponents dont
Effects of Hit Point Damage
have to try to hold a character if they dont want to.)
Alternatively, the character can make an Escape Artist check
At 0 hit points, a character is disabled.
opposed by the opponents grapple check to escape from the
grapple. This is an attack action that the character may only
attempt once per round, even if the character gets multiple At from 1 to 9 hit points, a character is dying.

attacks.
At 10 or lower, a character is dead.
If the character has not used his or her move action for the round,
the character may do so after escaping the grapple.
Massive Damage
Escape from Pin: Make an opposed grapple check. If the
character succeeds, he or she can escape from being pinned. Any time a character takes damage from a single hit that exceeds
(Opponents dont have to try to keep the character pinned if they the characters massive damage threshold, that damage is
dont want to.) The character is still being grappled, however. considered massive damage. A characters massive damage
threshold is equal to the characters current Constitution score; it
Alternatively, a character can make an Escape Artist check can be increased by taking the Improved Damage Threshold feat.
opposed by the opponents grapple check to escape from the pin. When a character takes massive damage that doesnt reduce his
This is an attack action that the character may only attempt once or her hit points to 0 or lower, the character must make a
per round, even if the character gets multiple attacks. Fortitude save (DC 15). If the character fails the save, the
Break Anothers Pin: Make an opposed grapple check; if the characters hit point total is immediately reduced to 1. If the
character succeeds, he or she can break the hold that an opponent save succeeds, the character suffers no ill effect beyond the loss
has over an ally. of hit points.
Draw a Light Weapon: A character can draw a light weapon as a Creatures immune to critical hits are also immune to the effects
move action. of massive damage.
Attack with a Light Weapon: A character can attack with a light Nonlethal Damage
weapon while grappling (but not while pinned or pinning). A
character cant attack with two weapons while grappling. Nonlethal damage is dealt by unarmed attackers and some
weapons. Melee weapons that deal lethal damage can be wielded
so as to deal nonlethal damage, but the attacker takes a 4 penalty

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 111 >
on attack rolls for trying to deal nonlethal damage instead of An unaided stable, conscious character who has negative hit
lethal damage. A ranged weapon that deals lethal damage cant points (and is disabled) doesnt heal naturally. Instead, each day
be made to deal nonlethal damage (unless it is used as an the character makes a Fortitude save (DC 20) to start recovering
improvised melee weapon). hit points naturally that day; if the save fails, he or she loses 1 hit
point.
Nonlethal damage does not affect the targets hit points. Instead,
compare the amount of nonlethal damage from an attack to the Once an unaided character starts recovering hit points naturally,
targets massive damage threshold. If the amount is less than the the character is no longer in danger of losing additional hit points
targets massive damage threshold, the target is unaffected by the (even if his or her current hit point total is still negative).
attack.
Recovering with Help
If the damage equals or exceeds the targets massive damage
threshold, the target must make a Fortitude save (DC 15). If the A dying character can be made stable by the use of the Treat
target succeeds on the save, the target is dazed for 1 round. If the Injury skill (DC 15). One hour after a tended, dying character
target fails, he or she is knocked unconscious for 1d4+1 rounds. becomes stable, he or she makes a Fortitude save (DC 20) to
regain consciousness. If successful, the character becomes
Disabled (0 Hit Points) disabled (see above). If the character remains unconscious, he or
she makes the same Fortitude save every hour until he or she
When a characters current hit points drop to exactly 0, the
becomes conscious. Even while unconscious, the character
character is disabled. The character is not unconscious, but he or
recovers hit points naturally, and he or she can return to normal
she is close to it. The character can only take a single move or
activity when his or her hit points rise to 1 or higher.
attack action each turn (but not both, nor can the character take
full-round actions). The character can take nonstrenuous move Healing
actions without further injuring his or herself, but if the character
attacks or perform any other action the GM deems as strenuous, After taking damage, a character can recover hit points through
the character takes 1 point of damage after completing the act. natural healing (over the course of days) or through medical
Unless the activity increased the characters hit points, the technology (somewhat faster). In some campaign settings,
character is now at 1 hit points, and is dying. magical healing is also available. In any case, a character cant
regain hit points past his or her full normal total.
Healing that raises the character above 0 hit points makes him or
her fully functional again, just as if the character had never been Natural Healing
reduced to 0 or lower. A character can also become disabled A character recovers 1 hit point per character level per evening of
when recovering from dying. In this case, its a step up along the rest (8 hours of sleep).
road to recovery, and the character can have fewer than 0 hit
points (see Stable Characters and Recovery). A character undergoing complete bed rest (doing nothing for an
entire day) recovers 2 hit points per character level.
Dying (1 to 9 Hit Points)
Healing Ability Damage
When a characters current hit points drop below 0, the character
is dying. A dying character has a current hit point total between Ability damage returns at the rate of 1 point per evening of rest (8
1 and 9 inclusive. hours of sleep). Complete bed rest (24 hours) restores 2 points per
day.
A dying character immediately falls unconscious and can take no
actions. Temporary Hit Points
A dying character loses 1 hit point every round. This continues Certain effects can give a character temporary hit points. When a
until the character dies or becomes stable naturally or with help character gains temporary hit points, make a note of his or her
(see below). current hit points before adding the temporary hit points. When
the temporary hit points go away, the characters hit points drop
Dead (10 hit points or lower) to that score. If the characters hit points are already below that
When a characters current hit points drop to 10 or lower, he or score at that time, all the temporary hit points have already been
she is dead. A character can also die if his or her Constitution is lost, and the characters hit point total does not drop.
reduced to 0. When temporary hit points are lost, they cant be restored as real
Stable Characters and Recovery hit points can be, even with medical treatment or magic.

A dying character (one with 1 to 9 hit points) is unconscious Increases in Constitution Score and Current Hit
and loses 1 hit point every round until he or she becomes stable Points
or dies.
An increase in a characters Constitution scoreeven a
Recovering without Help temporary onecan give the character more hit points (an
effective hit point increase), but these are not temporary hit
Each round, a dying character makes a Fortitude saving throw
points. They can be restored through normal healing. When a
(DC 20). If the save fails, the character loses 1 hit point and must
characters Constitution drops back down to its previous score
make another save on his or her turn the next round.
after a temporary increase, the characters full normal hit points
If the save succeeds, the character becomes stable. A stable go down accordingly.
character stops losing hit points every round, but remains
unconscious. Condition Summary
If no one tends to the stable character (see below), he or she
A number of adverse conditions can affect the way a character
remains unconscious for 1 hour, at which point he or she makes a
operates, as defined here. If more than one condition affects a
Fortitude save (DC 20). If the save succeeds, the stable character
character, apply both if possible. If not possible, apply only the
regains consciousness, becoming disabled (see above). The
most severe condition.
characters current hit point total remains where it is, however,
even though its negative. If the save fails, the character remains Ability Damaged
unconscious.
The character has lost 1 or more ability score points. The loss is
temporary, and these points return at a rate of 1 per evening of
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 112 >
rest. This differs from effective ability loss, which is an effect Flat-Footed
that goes away when the condition causing it goes away.
A character who has not yet acted during a combat is flat-footed,
Ability Drained not reacting normally to the situation. A flat-footed character
loses his or her Dexterity bonus to Defense and cannot make
The character has lost 1 or more ability score points. The loss is
attacks of opportunity.
permanent.
Blinded Grappled
When grappled, a hero cant undertake any action other than
The hero cant see at all, and thus everything has total
attacking with his or her bare hands, attacking with a light
concealment to him or her. The character has a 50% chance to
weapon, or attempting to break free from his or her opponent.
miss in combat. Furthermore, the blinded character has an
The character loses his or her Dexterity bonus to Defense, except
effective Dexterity of 3, along with a 4 penalty on the use of
on attacks from characters with whom he or she is grappling.
Strength-based and Dexterity-based skills. This 4 penalty also
applies to Search checks and any other skill checks for which the Helpless
GM deems sight to be important. The character cant make Spot
checks or perform any other activity (such as reading) that Paralyzed, sleeping, or unconscious characters are helpless. A
requires vision. Heroes who are blind long-term (from birth or helpless character has an effective Defense of 5 + size modifier.
early in life) grow accustomed to these drawbacks and can An attacker can attempt a coup de grace against a helpless
overcome some of them (at the GMs discretion). character.

Cowering Nauseated
The hero is frozen in fear, loses his or her Dexterity bonus, and Characters who are nauseated are unable to attack or do anything
can take no actions. In addition, the character takes a 2 penalty else requiring attention or concentration. The only action such a
to his or her Defense. The condition typically lasts 10 rounds. character can take is a single move action per turn.

Dazed Panicked
Unable to act, a dazed character can take no actions, but still gets A panicked character flees as fast as possible and cowers (see
the benefit of his or her normal Defense. This condition typically Cowering, above) if unable to get away. The character defends
lasts 1 round. normally but cannot attack.

Dead Paralyzed
A character dies when his or her hit points drop to 10 or lower, Heroes who are paralyzed fall to the ground, unable to move
or when his or her Constitution drops to 0. (they have an effective, but not actual, Dexterity and Strength of
0). They are helpless.
Deafened
Pinned
The hero cant hear and takes a 4 penalty on initiative checks.
The character cant make Listen checks. Heroes who are A pinned character is held immobile (but not helpless) in a
deafened long-term (from birth or early in life) grow accustomed grapple. The character takes a 4 penalty to Defense against
to these drawbacks and can overcome some of them (at the GMs melee attacks and loses his or her Dexterity bonus to Defense.
discretion). Prone
Disabled An attacker who is prone (lying on the ground) takes a 4 penalty
The character has 0 hit points. The character can take only a on melee attack rolls and cant use bows or thrown ranged
single move action or attack action, and takes 1 point of damage weapons. The character gains a +4 bonus to Defense against
after any action. ranged attacks, but takes a 4 penalty to Defense against melee
attacks.
Dying
Shaken
The character is near death and unconscious, with 1 to 9 wound
points. The character can take no actions, and each round a dying A shaken character takes a 2 penalty on attack rolls, saving
character loses 1 hit point until he or she dies or becomes stable. throws, and skill checks.

Entangled Stable
An entangled character takes a 2 penalty on attack rolls in A stable character is no longer dying, but is still unconscious.
addition to a 4 penalty to Dexterity. If the entangling bonds are Stunned
anchored to an immobile object, the entangled hero cant move.
Otherwise, the character can move at half speed, but cant run or A character who becomes stunned loses his or her Dexterity
charge. bonus, drops what he or she is holding, and can take no attack or
move actions. In addition, the character takes a 2 penalty to
Exhausted Defense. The condition typically lasts 1 round.
Heroes who are exhausted move at half speed and cannot run or Unconscious
charge. Furthermore, they take a 6 penalty to Strength and
Dexterity. After 1 hour of complete, uninterrupted rest, an An unconscious character is unable to defend him or herself. The
exhausted character becomes fatigued. character is helpless and typically falls prone.
Fatigued
Characters who are fatigued cant run or charge and take a
penalty of 2 to Strength and Dexterity. After 8 hours of
complete, uninterrupted rest, a fatigued character is no longer
fatigued.

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 113 >
DKora Class (FER Cruiser/Marauder)..................SRM1: 157
Starships Daedalus Class (Explorer) c.2162.........................SRM4: 045
Dakar Class (CAR Heavy Destroyer) c.2366........SRM2: 016
Danube Class (SF Runabout) c.2368...................SRM1: 036
This chapter is not OGL. DeNat Class (KLI Battle Cruiser) c.2357..............SRM3: 023
For starship construction and combat we recommend the Defense Platform, Mars Perimeter (SF)..................DWS: 159
collection of Spacedock Netbooks written by Steven S. Defiant Class (SF Heavy Scout) c.2371
Long ......................................................SD: 182 / SRM1: 039
Deneva Class (SF Light Transport) c.2318...........SRM1: 043
DennLar Class (KLI Armored Transport)..............SRM3: 027
Dettar Class (CAR Prospecting/Mining Vessel) c.2364
......................................................................SRM2: 083
Dominion Attack Ship (DOM JemHadar Fighter) c.2350
These are available free from http://trek-rpg.net, and ......................................................................SRM1: 160
include data for a large number of Star Trek spaceships. Dominion Battle Cruiser (DOM JemHadar Battle Cruiser) c.
An index to ships detailed in those tomes are listed 2350..............................................................SRM1: 162
DurNat Class (CAR Assault Cruiser) c.2365........SRM2: 022
below. Durgor Class (CAR Light Warship) c.2368............SRM2: 019
DY-100 Class Transport c.1995............................SRM4: 128
Spacedock Indices DY-500 Class Transport c.2116............................SRM4: 130
El Dorado (SF Heavy Frigate) c2364.......................DWS:124
Emred Class (CAR Armed Scout) c.2358.............SRM2: 025
Ship Indices Excelsior Class (SF Exploratory Cruiser) c.2284/2293
.................................................SRM1: 046 / SRM4: 047
Aberax Class (CAR Destroyer) c.2362 Eymorg Cruiser c.mid-23rd Century.......................SRM4:099
...................................................SRM2: 010 / DWS: 140 FelgRa Class (KLI Warship) c.2346.....................SRM3: 030
Akira Class (SF Heavy Cruiser) c.2368.................SRM1: 002 Fesarius Class (Explorer)......................................SRM4: 101
Altair Class (Cargo Carrier) c.2258........................SRM4:118 Freedom Class (SF Frigate) c.2361......................SRM1: 049
Ambassador Class (SF Heavy Cruiser) c.2322.....SRM1: 006 Fighter, Attack, Breen (BREEN Attack Fighter)
Andromeda Class (SF Explorer) c.2362................SRM1: 009 c..mid-24th Century..........................................DWS: 157
Antares Clss (SF Surveyor) c.2250.......................SRM4: 025 Fighter, Attack, Star fleet (SF Attack Fighter) c2369DWS:121
Apollo Class (SF Light Cruiser) c.2325.................SRM1: 012 Fuel Carrier, Neutronic, Class-III c.2260...............SRM4: 124
Argus Class (ROM Battle Cruiser) c.2260.............SRM4: 113 Galaxy Class (SF Explorer) c.2356.......SD: 186 / SRM1: 052
Armstrong Class (SF Cruiser) c.2197...................SRM4: 027 Galor Class (CAR Battle Cruiser) c.2360
Ashanti Class (SF Heavy Frigate) c.2267.............SRM4: 029 .................................................SRM1: 154 / SRM2: 027
Attack Fighter, Breen (BREEN Attack Fighter) GelJoQ Class (KLI Battleship) c.2357.................SRM3: 034
c..mid-24th Century..........................................DWS: 157 Golaris Class (KLI Incursion Cruiser) c.2372........SRM3: 038
Attack Fighter, Star fleet (SF Attack Fighter) c2369.DWS:121 Gor Taan Class (BREEN Battle Cruiser) c.mid-24th Century
Attack Ship, JemHadar (DOM Fast Attack Ship) ........................................................................DWS: 151
c.mid-24th Century...........................................DWS: 148 GraAzorhg Class (Gorn Cruiser) c.early/mid-23rd Century
B Class (Cargo Carrier) c.2220.............................SRM4: 122 ......................................................................SRM4: 103
Brel Class (KLI Light Warship) c.2269 .................SRM4: 085 Guran Class (CAR Fast Attack Ship) c.2366
Brel Class (KLI Light Warship) c.2350 ...................................................SRM2: 030 / DWS: 143
.................................................SRM1: 165 / SRM3: 020 Hellespont Class (Escort) c.2269..........................SRM4: 050
BahReth Class (KLI Frigate) c.2357.....................SRM3: 014 Hermes Class (SF Scout) c.2266..........................SRM4: 053
BelShan Class (CAR Cruiser) c.2334...................SRM2: 013 Hideki Class (CAR Fighter) c.2370.......................SRM2: 033
Borg Cube (BO)....................................................SRM1: 151 Hokulea Class (SF Scout) c.2314........................SRM1: 056
Bradbury Class (SF Heavy Frigate) c.2362...........SRM1: 015 HucTa Class (KLI Merchant Vessel) c.2336........SRM3: 099
Brakt Class (KLI Fast Attack Ship) c.2370............SRM3: 017 Intrepid Class (SF Light Explorer) c.2370..............SRM1: 059
Carrier, JemHadar (DOM Carrier) c.mid-24th CenturyDWS: 145 Istanbul Class (SF Fast Cruiser) c.2346................SRM1: 063
Centaur Class (SF Cruiser) c.2373.......................SRM1: 018 J Class (Cargo Carrier) c.2230.............................SRM4: 126
Challenger Class (SF Light Cruiser) c. 2355.........SRM1: 021 JenThar Class (KLI Assault/Battle Cruiser) c.2358
Charleston Class (SF Cruiser) c.2064...................SRM4: 032 ....................................................SRM3: 041 / DWS:129
Cheyenne Class (SF Light Cruiser) c. 2361............SRM: 024 Juulara Class (Orion Cruiser) c.2246...................SRM4: 107
Chimera Class (SF Fast Frigate) c.2366...............SRM1: 027 KMpec Class (KLI Heavy Warship) c.2376...........SRM3: 053
ChkTkTaa Class (CAR/Hnk Warship) c.2350....SRM2: 091 Ktinga Class (KLI Battel Cruiser) c. 2267
ChutDuj Class (KLI Patrol Ship) c.2347...............SRM3: 102 .................................................SRM3: 057 / SRM4: 096
Civilian Space Cruiser c.2240...............................SRM4: 120 KVort Class (KLI Warship) c.2350...SRM1: 168 / SRM3: 060
Class-III (Neutronic Fuel Carrier) c.2260...............SRM4: 124 Kaat Pek Class (BREEN Cruiser) c.mid-24th Century
Class-B Class (Cargo Carrier) c.2220...................SRM4: 122 ........................................................................DWS: 154
Class-J Class (Cargo Carrier) c.2230...................SRM4: 126 Kagor Class (CAR Battleship) c.2363...................SRM2: 036
Constellation Class (SF Cruiser) c.2284-2300......SRM4: 034 Kalen Class (CAR Battle Cruiser) c.2369..............SRM2: 039
Constellation Class (SF Exploratory Frigate) c.2304 Keldon Class (CAR Heavy Warship).....................SRM2: 042
......................................................................SRM1: 030 Kelirax Class (KLI Scout) c.2372...........................SRM3: 044
Constitution Class (Explorer) c.2245-56................SRM4: 037 KelVar Class (KLI Heavy Frigate) c.2362.............SRM3: 047
Constitution Class (Explorer) c.2271-93................SRM4: 041 Kitty Hawk Class (SF Cruiser) c.2231 ..................SRM4: 055
Cruiser, Civilian Space c.2240..............................SRM4: 120 Kleg-Ta Class (KLI Surveyor) c.2338....................SRM3: 050
Curry Class (SF Cruiser) c.2373...........................SRM1: 033 Korolev Class (SF Surveyor) c.2352.....................SRM1: 066
D-5 Devastator Class (KLI Battle Cruiser) c.2225 Mediterranean Class (SF Frigate) c.2339.............SRM1: 069
......................................................................SRM4: 088 Merced Class (SF Light Escort) c.2312.................SRM1: 072
D-7 Deadly Class (KLI Battle Cruiser) c.2250.......SRM4: 090 Miranda Class (SF Cruiser) c.2274
D-9 Devil Class (KLI Warship) c.2265 ..................SRM4: 093 .................................................SRM1: 075 / SRM4: 057
DDeridex Class (ROM Heavy Warbird/Battleship) c.2350 Mocking Bird Class (SFScout) c.2290 ..................SRM4: 060
......................................................................SRM1: 174 Nebula Class (SF Exploratory Cruiser) c.2357......SRM1: 079
DGerok Class (ROM Assault Gunship / Heavy Frigate) c.2364 NegLorn Class (KLI Armed Courier) c.2371.........SRM3: 067
........................................................................DWS: 137 NeghVar Class (KLI Battleship/Flagship) c.2370..SRM3: 063
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 114 >
Neutronic Fuel Carrier, Class-III c.2260................SRM4: 124 Wyvern (SF Armored Transport) c.2363..................DWS:127
New Orleans Class (SF Frigate) c.2358................SRM1: 083 Yeager Class (SF Light Cruiser) c.2373
Niagara Class (SF Fast Cruiser) c.2349...............SRM1: 087 ......................................................................SRM1: 139
Nomad Probe c.2002............................................SRM4: 105 Yorkshire Class (SF Armored Transport) c.236
Norway Class (SF Fast Frigate) c.2369................SRM1: 090 ......................................................................SRM1: 142
Nova Class (SF Research/Laboratory Vessel) c.2370 Zodiac Class (SF Cruiser) c.2365.........................SRM1: 145
......................................................................SRM1: 093
Nuras Class (CAR Heavy Scout) c.2355...............SRM2: 045
Oberth Class (SF Surveyor) c.2275......................SRM1: 097 References
Olympic Class (SF Medical Vessel) c.2361...........SRM1: 100 As used above
PaChag Class (KLI Assault Cruiser) c.2359.........SRM3: 070 Spacedock.........................................................................SD
Patrol Ship (Tholian).............................................SRM4: 111 Ship Recognition Manual 1
Planet Killer (Doomsday Machine)........................SRM4: 109 The Ships of Starfleet............................................SRM1
Platform, Orbital Weapons (CAR)...........................DWS: 159 Ship Recognition Manual 2
Platform, Mars Defense Perimeter (SF)..................DWS: 159 Starships of the Cardassian Union........................SRM2
Prendak Class (CAR Prisoner Transport) c.2346..SRM2: 080 Ship Recognition Manual 3
ProMet Class (CAR Cruiser)................................SRM2: 048 Ships of the Klingon Empire..................................SRM3
Prometheus Class (SF Heavy Cruiser) c.2374......SRM1: 103 Ship Recognition Manual 4
Ptolemy Class (SF Cargo Carrier) ........................SRM4: 064 Starships of the Original Series Era.......................SRM4
QaCheng Class (KLI Strike frigate) c.2371...........SRM3: 073 Dominion War Sourcebook
QijTagh Class (KLI Heavy Escort)........................SRM3: 076 The Fires of Armageddon.......................................DWS
Ranger Class (SF Explorer) c.2215 .....................SRM4: 066
Renaissance Class (SF Cruiser) c.2303...............SRM1: 107
Rigel Class (SF Heavy Scout) c.2327...................SRM1: 110 Political Codes
Saber Class (SF Light Cruiser) c.2370..................SRM1: 113 As used above
Saladin Class (SF Frigate) c.2266 .......................SRM4: 069 BO..................................................................Borg Collective
Salgar Class (CAR Military Transport) c.2362.......SRM2: 051 CAR............................................................Cardassian Union
Sequoia Class (SF Heavy Cruiser) c.2368.............SRM1:116 DOM........................................................................Dominion
ShesaraWenthia Class (CAR/Daairiam Luxury Transport) c. FER............................................................................Ferengi
2369..............................................................SRM2: 085 KLI...............................Klingon Imperial Navy/Defense Force
ShoVash Class (CAR Medical Vessel) c.2358.....SRM2: 058 ROM............................................Romulan Star Empire Navy
Sholec Class (CAR Assault Cruiser) c.2371.........SRM2: 054 SF.....................................................................UFP Starfleet
Shuttle craft
Star fleet Types: 6,7,8,9,9A,10,15,15A,16,18
......................................................................SRM1: 148
Star fleet Type F Impulse Shuttle c.2245 ......SRM4: 080
Star fleet Type H Warp Shuttle c.2245..........SRM4: 082
Cardassian Tharbalt Types: 3,5,9..................SRM2: 070
Klingon Toron................................................SRM3: 088
Sompek Class (KLI Heavy Destroyer) c.2365.......SRM3: 079
Sovereign Class (SF Heavy Explorer) c.2370.......SRM1: 120
Springfield Class (SF Light Frigate) c.2342...........SRM1: 124
Steamrunner Class (SF Heavy Frigate) c.2369.....SRM1: 127
Sulor Class (CAR Escort) c.2368..........................SRM2: 061
Surak Class (SF Escort) c.2355............................SRM1: 130
SuvTis Class (KLI Fighter) c.2366........................SRM3: 082
Sydney Class (SF Transport) c.2285 ...................SRM4: 071
TKorex Class (ROM Warbird/Battleship)...............DWS: 134
TPari Class (SF Surveyor) c.2250 .......................SRM4: 076
TVarek Class (ROM Scout) c.2279......................SRM4: 115
Talon Class (SF Scout) c.2373.............................SRM1: 133
Taurus Class (SF Heavy Cruiser) c.2236..............SRM4: 073
Thalkar Class (CAR Heavy Frigate) c.2363..........SRM2: 064
Thalon Class (CAR Warship) c.2366....................SRM2: 067
Tharbalt Class (CAR Warp Shuttle)
Types: 3,5,9...................................................SRM2: 070
Tholian Patrol Ship................................................SRM4: 111
Torath Class (KLI Heavy Warship / Heavy Battle Cruiser) c.
2364...........................................SRM3: 085 / DWS: 131
Toron Class (KLI Warp Shuttle) c.2356.................SRM3: 088
Trglch Class (CAR/Fnth Light Battle Cruiser) c.2365
......................................................................SRM2: 088
TroQa Class (KLI Destroyer) c.2368....................SRM3: 090
Veras Class (CAR Armed Courier) c.2371............SRM2: 072
Vidren Class (CAR Strike Frigate) c.2365.............SRM2: 074
Vodleq Class (KLI Heavy Cruiser) c.2369
......................................................................SRM3: 093
Vorcha Class (KLI Heavy Warship) c.2350
..................................SD: 190 / SRM1: 171 / SRM3: 096
Voreska Class (CAR Research/Laboratory Vessel) c.2357
......................................................................SRM2: 077
Voroth Class (SF Surveyor) c.2047 ......................SRM4: 078
Wambundu Class (SF Heavy Cruiser) c.2328
......................................................................SRM1: 136
Weapons Platform, Orbital (CAR)...........................DWS: 159
Whorfin Class Transport c.2270............................SRM4: 132
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 115 >
characters rank, or adjusted in reference to the
Conversion Notes Renown score used in other systems.
Wisdom: Converting from T20 - discard score.
Excepting trademarks, trade-names, graphics,
Creating T20 Wisdom = (INT + EDU) 2, round up,
and direct references to scores/mechanics in
convert on above table, apply racial modifier.
other game systems (i.e. The Stat Conversion
Table), all other content of this chapter are OGL.

UPP - Universal Personality Profile


CT/MT/TNE/T4 UPP: 1234567 (Strength, Charisma: Converting from T20 - discard score.
Dexterity/Agility, Endurance/Constitution, Creating T20 Charisma = (SOC 2) + 1d4 + 8,
Intelligence, Education, Social Standing, Psi) modify as appropriate, apply racial modifier.
T20: 12345WC67 (Strength, Dexterity, Constitution, Psi: Unlike Traveller (where PSI score is NOT rolled
Intelligence, Education, Wisdom, Charisma, Social until Psionic evaluation is carried out at a Psionic
Standing, Psi) Institute), characters in the Star Trek universe may
GURPS: Only four stats are comparable between roll their Psi scores. Psioinc Strength is used for
GURPS and other Traveller systems, Strength, several mentally related disciplines see specific
Dexterity, Intelligence, Health feats.
LUG-Trek: The conversions from LUG-Trek must be
estimated using both Abilities and Modifiers. Estimating Character Level
The stats are converted between systems using the A characters level can be estimated from the
following table: characters age, and number of
CT MT TNE T4 games/stories/episodes the character has played in.
TRAVELLE
R
Social Age: Take the characters age and divide by four.
Science-Fiction Adventure in the Far Future
GURPS LUG-Trek T20 Standing
1 5 1-2 Felon Take the number of stories the PC has acted in,
2 6 3 divide by six.
3 6 1 4 Poor Add your characters rank level (En.jg =1, En=2
4 7 1+1 5 Unskilled Lt.jg=3 Lt=4 etc.)
5 8 1+2 6-7 Semi-skilled Add these three scores together (include all fractions)
6 8 1+3 8-9 Skilled and multiply by 2500xp then work out the
7 9 2 10-11 characters current level.
8 10 2+1 12-13 Professional
9 10 2+2 14-15 Executive Assign these levels to appropriate classes.
10 A 11 3 16 Untitled Noble Use another set of dividing factors if you think they
11 B 11 3+1 17 Knight give a better feel for your campaign.
12 C 12 3+2 18-19 Baron ALWAYS CONSULT YOUR REFEREE, AS THIS IS
13 D 13 4 20-21 Marquis A HIGHLY SUBJECTIVE PROCESS.
14 E 14 4+1 22-23 Count
15 F 15 4+2 24 Duke
16 G 25-26 Archduke Converting Skills & Feats
16 G 27-28 Imperial Family Estimate the characters levels and XP score as
17 H 29 Crown Prince above.
17 H 30 Emperor
NOTES: Rough Skill/Feat Assignments
Dexterity/Agility: TNE used the moniker Agility, all Calculate number of skill points available.
other version of Traveller use the term Dexterity.
Assign skill points (pro rata with previous system
Constitution/Endurance/Health: These terms are used).
used variously to mean the same statistic in different
Some skills may be replaced by feats, calculate no. of
incarnations of Traveller. (Constitution: TNE, T20;
feats for character, assign feats.
Endurance: CT, MT, T4; Health: GT)
Roll Stamina (HP).
Social Standing: The T20 rules indicate a Knight at
score 16, the above table is preferred IMTU,
Knight=17, also T20-lite lists Marquis 20, Count 22, True Skill/Feat Assignments
this agrees with CT, MT & TNE, but T4 indicates the Using characters levels and XP score (as for Rough
ranking of these two nobles in the opposite order - I Assignments), proceed through assigning skills and
have presumed that T4 is in error. feats with both referee and player level by level, as
All Federation characters have an initial Social per full character generation, using the results from
Standing Score of 10. This may be affected by a the rough system as a guide.

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 116 >
d20 Warp Revisions
This chapter is not OGL.
v0.91 RC9 05.12.2003
References
Added Use Tricorder & Weapon Prof (Lasers) to This chapter is not OGL.
core Starfleet Service class as class bonus/starting
feats. Apart from this rules supplement, the
Specified use of Ace Pilot as a Starfleet Prestige following books are considered essential in
Class. order to fully realise your stories in Genes
universe with the d20 System.
Added some age groups to Age Table.
v0.90 RC8 04.12.2003
Layout: probes, graphics & table alterations d20 System Core Rules
Removed Starting Skill points (x4) from Prestige Requires the use of a Role-playing Core Rulebook
Classes. published by Wizards of the Coast.
Revised requirements for Prestige Class SF-Ops. i.e. Dungeons & Dragons: Players Handbook,
v0.83 RC6 29.08.2003 d20 Modern, or other WotC d20 Core Rulebook.
Reordered chapters
Added Final detail, height/weight & age tables.
d20 Sci-Fi RPG Core Rules
v0.82 27.08.2003 (unreleased) Requires the use of the Traveller 20 rules as
Changed layout of Feat Table. detailed in The Travellers Handbook, published
Revised Founder Shape Shift Feats. by QuikLink Interactive, Inc.
Added definition for Klingon Theaten Feat, added
same feat to Nausicaans.
Class/Skill Matrix Tables reformatted.
v0.81 RC5 27.08.2003
Revised Racial Adjustments, simplified number of Traveller20: The Travellers Handbook
adjustments, reviewed them. Add many other races. ISBN: 1-55878-217-6 $44.95 / UK29.99
Changed many ability adjustments to be Feats.
Travellers character generation rules are suitable for
Revised Feats section, rationalised feats for races.
non-Starfleet characters, and the prior-History
Added {ERA} comments/guidleines to races.
generation procedures are the basis for those used in
v0.8 RC4 26.08.2003 this volume.
Moved exclusive Feats to class descriptions.
Added rules for modifying & overloading phasers.
Added Table of Feats & Assigned to Classes. Starship Construction and Combat
v0.7 RC3 21.08.2003 Starship construction & Combat rules as detailed in
Skill points and feats added to SF Classes the following Spacedock tomes, by Steven S. Long.
Revised Skill Matrix Tables, & re-ordered chapters. These rulebooks are freely available on the Internet
v0.6 RC2 20.08.2003 at http://trek-rpg.net
Revised Starfleet class skills, expanded classes.
Added Starfleet Tactical Class
v0.5.0 RC1 20.08.2003
Release Candidate 1 Spacedock
Revise Races, Ferengi. - The Advanced Starship and Construction Manual
Core & Prestige Classes for Starfleet. Ship Recognition Manual 1
More Starfleet style feats. - The Ships of Starfleet
Skills reviewed/rationalised. Ship Recognition Manual 2
Removed T/Warp Drive, use T/Astrogation. - Starships of the Cardassian Union
v0.4.0 (alpha) 17.07.2003 Ship Recognition Manual 3
Corrected page spanning layout in probes. - Ships of the Klingon Empire
Added Dominion War Spacedock ships.
Prior History DCs modified. Ship Recognition Manual 4
Weapons: Re-revised damage for Phasers. - Starships of the Original Series Era
v0.3.2 (alpha) 21.05.2003 Dominion War Sourcebook
Added Probes, Phase Pistols, revised damage for - The Fires of Armageddon
Phasers. OGL comments. T/Weapons Systems
replaces T/Shields
and our own home site on the web is at:
v0.1e (alpha) 19.03.2003
First public release
d20 Warp
d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 117 >
http://trekrpg.info

d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 118 >
15 COPYRIGHT NOTICE

Licences Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
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d20 Warp 2003, trekrpg.info / sevarian.com / TaSoft MultiMedia
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d20 Warp Star Trek d20 RPG STrav:VII The Voyage Home < 119 >

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